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What in the CharacterMovement Component causes the updated Component to move right side up.

I've made a Proof of Concept using the Floating Movement Component and have extended the Character Movement Component to the point that my Proof of Concept was at. The only issue I'm currently having is when I change the root component and then use ->SetUpdatedComponent the new collision capsule (and root) turns right side up rather than keeping it's rotation.

I'd presume this is something done specifically in the CharacterMovement Component as it's not present prior to using that component. I'm quite aware of all the issues with the collision capsule not being right side up and have gone through most if not all the functions to override to account for the change. But I'm still getting this problem.

Can anyone point me in the right direction of where this is happening.

Note: When I don't use ->SetUpdatedComponent the character will spin around rapidly. When used the character goes on it's back as the capsule being set as root has a default -90 yaw.

Product Version: UE 4.13
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asked Oct 22 '16 at 09:49 AM in C++ Programming

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avatar image ShinraiBFD Oct 23 '16 at 09:55 AM

Disregard this it appears I was setting the root component in my implementation but not in my POC. Thus setting to root was causing the upright position. However now I'm presented with a new issue. When I make the root a default scene root and use ->SetUpdatedComponent I'm teleported to 0,0,0 of the map and can't do anything. Seems there may be something in the character movement checking for the root component rather than the capsule it already defines?

avatar image ShinraiBFD Oct 25 '16 at 10:17 AM

Seems for whatever reason I had to explicitly set the created Scene component to 0,0,0 for it to work correctly. I've nearly got this complete. However when setting the updated component something appears to be placing the component at a rotation of 0,0,0 every tick. This is causing the character to teleport back and forth from 0,0,0 and 0,-90,0 rotation.

Anyone have any idea what in the Character Movement Component is doing this? As it's not present when using the floating pawn movement component.

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