[Question] Moving animated characters around with physics and driving their animations
I recently asked a question about CharacterMovement but I think I'm going to ask a more pertinent question here - it sounds like the way I was moving characters wasn't the way Epic designed their systems.
I have some characters that have a physics mesh and a "walk" animation. I currently have them moving around and animating but the direction that the animation follows is (apparently) independent to the rotation of the actor itself - the legs always point in the direction the actor first moves in and never change from that (although the non-animated parts of the actor rotate correctly).
Anyway, these characters are meant to walk inside "tunnels" that are spawned dynamically as part of the gameplay. Because of this, it doesn't seem like using the navigation system is the right choice. Instead I was calculating the path to follow and driving the CharacterMovement component directly. This has led to multiple bugs - so I'd like to ask what I should be doing to do something like this?
Should I attach some sort of PlayerController to the actor and drive that rather than interacting with the CharacterMovement component itself? Or should interacting with the CharacterMovement component work and I've just found some interesting bugs? I'd like to know what I'm meant to do as opposed to what I supposed. :)
asked Mar 11 '14 at 02:32 AM in C++ Programming
ue4-archive ♦♦ STAFF
"I have some characters that have a physics mesh and a "walk" animation"
Can you explain what you mean by Physics Mesh?
Do your characters use their SkeletalMeshComponent called Mesh ?
Or do you have some custom component?
What defines this component as "physics" mesh ?
Why cant you just use AActor::SetActorRotation ?
This is fixed ...
We found that this was due to the animation blueprint (HeroTPP_Vim) -- specifically, the "Setting Direction" block in the lower-right part of that animation blueprint. We basically just disabled that whole block to force the character's legs to be oriented the same way as the character itself, and that fixed it.
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