Pretty much my problem is as follows;
When I’m in flying mode, I still seem to have friction when coming in contact with the ground, At least it seems like friction.
I’m currently trying to make a tribes type skiing system as a test for a project, and I’ve almost done it, But the “Slowing down on hills” is the only problem I face
I made a webm to show what I mean. It’s awful quality but it should help a little bit
https://my.mixtape.moe/hrecfx.webm
But as you can see from the video, When I and falling down the hill using my skimode, I seem to hit something on the hill and slow down drastically.
I know it’s not the hill either because when I used to have a physics based skimode, and it was silky smooth going down these hills.
Now from my understanding this shouldn’t be an issue. I’m in flying mode when contacting the surface, so in theory the “Walkable angle” and such shouldn’t matter.
To add gravity to the flying mode I applied force to “Character Movement”. Now this could be the problem, But this is the only way I knew to make gravity for flying mode.
Any and all help is appreciated.
Here is the blueprint as well
http://puu.sh/lRFp5/ca57abeecd.png
http://puu.sh/lRFpo/5828eda051.png
Again, things like “Max Walkable Angle” Were added for safety to see if it would fix it, but it didn’t do anything
Trust me when I say I’ve tried almost every combination of them to no avail
Another minor problem is I think just inherit with all ue4 projects using the firstpersoncharacter blueprint, Which is that if you walk down a hill you jump on your own.
As in when you go off the MaxWalkableAngle you seem to just fall off an invisible ledge.
Or for this case, if you stop skiing you start flying outwards of the hill. Is there anyway to stop the character doing that and instead just follow the curvature of the hill?