How can I set up Arcade-like physics with ACharacter?
hey all! sorry if it's a dumb question it's my first time with an engine and unreal is just... giant O_O
I am trying to make a danmaku (or bullet hell or insane shoot them up... as you want) like gigawing or The Tale of ALLTYNEX, ikaruga.... so i need movement without any inertia or any physics i want something like "when i push an axis the ship must go to his max speed and when I immediatly it it must stop"
(for information "APhazonmkx" is my player and inherit from "ACharacter")
I've made the "instant stop" with
Now there is remaining problems that I don't understand how to fix:
-the first: it's a space ship so it must fly ! and apparently by default ACharacter's inherited object fall I've try to set values from CharacterMovement inside "APhazonmkx" constructor but most of time nothing happen... I've already try to set project's gravity to 0 (according to an other question poster here) but this solution is ugly and i will need gravity -the second: because of inertia the ship is slow to accelerate (with
-the third: i've already achieve it with blueprint but for a lot of reason I want to to this in C++ only
last thing: because it's apparently difficult to code what I want I suspect to inherit from ACharacter was a bad idea for my case so am I in wrong way ?
PS: sorry for my bad english, i'm french
Because you want no acceleration, and an arcade spaceship moves so differently from a biped (which is what Character is designed for), I would recommend extending from Actor instead of Pawn or Character.
Here's what I would do. Make your Spaceship class extend from Actor. Then, have your Controller class spawn your Spaceship class in BeginPlay(). Save a reference to it in your Controller class when you spawn it. From there, you can manually specify any movement by using SetActorLocation() through your input events in the Controller. No unwanted built-in physics, no excessive unnecessary code that comes along with Pawn and Character, only what you need.
answered Jun 14 '14 at 11:28 PM
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