Character rushes across screen after direction change
got a little problem here: I made a simple 2D game to practice Blueprint scripting. Everything works fine so far, with the little but grave exception that when I jump and keep the jumping direction pressed, but do a direction change the exact moment my character touches the ground, he rushes away in the direction he is now facing.
I've made a short video showing what my problem is (it's kind of hard to explain). It occurs first at about 0:17 and can be seen four times: http://youtu.be/27eWYzU-CTI
I'll attach my movement Blueprint as well (contains additional flipbook settings).
Could this be a mistake I made or is this some kind of standard "feature" that I do not know of? Or could it be an engine bug?
Thanks for the help! :)
PS: I use some sprites from Nintendo in the video. I hope this is fine, as it is only a practice game. If this is a problem, please feel free to remove the link.
asked Jul 29 '14 at 09:16 PM in Blueprint Scripting
I've been looking at your question for a while and I think I might know why it's happening.
I'm not completely certain on how your axis value is set up, but I think if you're turning when you land, it causes an unexpected Axis value which increases the Scale Value in your Add Movement Input function to a crazy-high amount. That's why you're suddenly flying off to the side. If you want to check and see if that's the problem, you could try having a Print String node that prints the Scale Value value and see if it goes crazy-high when the bug surfaces. Just a suggestion. :)
Let me know if that helps,
answered Jul 31 '14 at 05:56 PM
sorry for the late answer. I have uploaded the project to my Dropbox. Now this may sound like a stupid question - but how on earth can I send a private message? ^^
answered Aug 07 '14 at 09:57 PM
Yay! I was just creating the new character as you proposed and I think I found the problem! I've set the "Ground Friction" to a very high value to better imitate the movement of Mario. Seems like 1000 was a litte too much :) I've reduced it to 200 and wasn't able to reproduce the bug anymore.
Would be great if you could try and confirm this discovery!
answered Aug 21 '14 at 11:31 PM
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