Endless runner - speed slows when jumping against walls
I'm currently working on an endless runner type of game (my first project, built on the tutorial video series), and I've run into a problem concerning the player's speed. I have large invisible walls blocking the sides of the track you're running on, so that you can't leave the track, but whenever I jump up against the sides of these walls, the character's speed grinds to a halt almost, until he lands on the ground again. This is a big problem, as I have jump-pads in my game, where this issue becomes very noticeable. I've searched around, and the closest thing I found to an answer, was that I needed to do a trace to break the hit and grab the normal, but I have no idea how to do this.
Can anyone help me out here? :)
asked Mar 26 '16 at 06:20 PM in Blueprint Scripting
Ok, I'm not sure if this is possible, but maybe you could disable one axis of your character's movement?
Anyway, if you needed to break the hit, just make an Envent Hit with your volumes, and then use the node Break Hit. There you can get the Normal vector.
I'm sorry if this answer gets to you too late, but I hope it helps you anyway!
answered Dec 06 '16 at 01:44 PM
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