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SideScroller Project - How did they constrain movement?

Hello,

I'm fairly new to Unreal and have gone through a few tutorials and sample project creations. I'm digging through the SideScroller project and trying to figure out how they constrained movement to the y/z axis. I would have expected the Physics/Constraints/Lock Position check boxes to have been set, but they aren't. I added an input to move along the x axis and the character just turns to face the direction, but doesn't actually move. There is also no C++ code for this, so it can't have been done in code.

Does anyone know how this constraint was set?

Product Version: UE 4.10
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asked Jan 25 '16 at 06:07 PM in Using UE4

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Elbryan Wyndon
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I found it! With more searching I tracked down inside the SideScrollerCharacter's CharacterMovement inside a setting under "Planar Movement" called "Constrain to Plain".

This is hidden though from the main view in the main editor. If you are in the primary editor window and you select your character on the stage, the Details pane will show tons of settings. This section called "Planar Movement" does NOT show up here. I don't understand why.

To find it I opened the Side Scroller Character object itself, then under the Components tab I selected "Character Movement (Inherited)". Then in the Details panel here, near the bottom you can find "Planar Movement".

Any ideas why "Planar Movement" does not show up in the main editor's "Details" panel?

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answered Jan 26 '16 at 04:54 AM

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Elbryan Wyndon
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avatar image Elbryan Wyndon Jan 26 '16 at 05:03 AM

Wow, so I went and changed it to constrain to the X/Y plane, watched the character move along that as appropriate and then changed it back to the X plane (1,0,0). It's still moving along the X/Y plane! What did I do? Did I override the existing player and change the template and have to revert it or something? I have no idea what I did wrong here!

avatar image Elbryan Wyndon Jan 26 '16 at 05:15 AM

Found a fix. This looks like an editor bug. I'll see if I can find a way to report it.

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