Move pawn without acceleration

Hi Epic/Community,

I’m implementing multi touch finger input to move the pawn around.

It works, but I’ve hit a small snag.

When I try to map finger input to movement, the movement is subject to acceleration and max speed.

This makes the movement of the pawn feel very disconnected from your fingers.

What might anyone recommend to get around this?

I have advanced C++ skills, so please feel free to suggest even the most out there solutions.

Best,
Minxies

What you want to use is ‘AddActorLocalOfset’ with possibly some kind of variable system to select the place where the finger is put down to when the finger is released.

What you want to use is ‘AddActorLocalOfset’ with possibly some kind of variable system to select the place where the finger is put down to when the finger is released.