How do I get a character to keep it's velocity when jumping from an instanced static mesh component?
I have an instanced static mesh component that rotates in my game. When the player, whose parent class is the built in character class, jumps from it it doesn't keep the velocity and jumps straight upwards ignoring the fact that it's standing on a moving actor. When the player is jumping from a "normal" static mesh (not instanced) the player will keep the momentum it has from the rotation, this is the way I want it to work.
Is this a bug (it feels like one) and/or can I fix it?
asked Mar 10 '16 at 09:45 AM in Blueprint Scripting
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