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Why is my flying character sliding and stopping when coming in contact with walls and floors?


I am new to ue4, so sorry for a potential newbie question. I managed to get my character flying but i get a different behavior when hiting ground and walls. I slide on wall (like when walking) but i am brutally stopped at every contact with ground (even tangential). I would like to slide everywhere. I didn't find anything in every options and checkboxes i tried. I also tried to put the ground friction to zero. Is there a difference between ground and walls ? Can i modify it ? Thanks ! Cedric

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asked May 12 '14 at 01:00 PM in Using UE4

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avatar image uced May 12 '14 at 04:16 PM

update: i hadn't checked the "simulate physics" for my capsule. That answers part of the question: i now elegantly slide on the floor, but i lost my controls so i can't test everything (but i guess it's another problem). So i am progressing in the direction of what i want but, still, the question remains: why (at least in kinematics mode) is there a difference between floor and wall hiting. Also it raises another: why in kinematics mode did i have some inertia (so i thought i really was in some sort of physics enabled mode: it didn't react at all like the editor camera -just go where you're told to-, which i thought it would in a non physics mode). By the way, just in case it would be related: my character is the simplest possible: cam+capsule (no mesh).

avatar image uced May 12 '14 at 09:41 PM

Hi, going on with tests, i might have found a little incoherence here: i slide on walls when they are oriented 0 or 90°, but they become sticky with non-right angles (it's not related to flight, i get the same when walking). I couldn't check that with the ground because i couldn't manage to fly exactly at 0 or 90° exactly. So not sure whether this sliding/sticking question is a wanted feature or not.

avatar image uced May 15 '14 at 02:42 PM

Ok, the ground/wall issue is solved: to get my forward/right vectors, i was calling "getActorRotation" instead of "getControlRotation" (i played the 7 errors game with the 1rst person shooter example to figure that out so i don't understand my answer: somehow, the actor rotation makes the ground sticky in flying -kinematics- mode, which the control rotation does not). Now the sliding/sticking issue is still occuring on the walls, it seems quite random, sometimes walls slide, sometimes they stick, no idea why. Still slowly climbing along my learning curve, any explanations welcome, thanks :-)

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