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Thirdperson Pawn without Movement Component?

Hello so I'd like to replicate the third person controller without having to use the movement component for it since the way the gravity works on that component prevents me from going past 90 degrees.

I'm going for a wallrun/skate type mechanic and I need it to be able to orient past 90 degrees/stay in its position without falling.

I already know how to do a line trace to account for its rotation on the surface but I don't really know how to create the movement controls from scratch via blueprint without using the movement components so that is what I really want to know.

Thank you!

Product Version: UE 4.21
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asked Dec 01 '18 at 05:36 AM in Blueprint Scripting

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Jinkuu
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just fyi... there IS a way to use the character movement component.... with a player camera manager to enable pitch beyond 90 degrees: here is a step by step guide here on the answerhub

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answered Dec 01 '18 at 09:04 AM

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aNorthStar
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avatar image Jinkuu Dec 01 '18 at 04:01 PM

Could you point me towards this guide please?

avatar image aNorthStar Dec 02 '18 at 01:18 AM
avatar image Jinkuu Dec 02 '18 at 02:43 PM

Thanks but my problem isn't the camera its making the player itself stick/walk on a surface thats past 90 degrees I can see how this would help in that firstperson situation but here It wouldn't suffice

Thank you though!

avatar image aNorthStar Dec 02 '18 at 04:09 PM

ummm... I understand better now what you are aiming to achieve... yes, the steps described will give your third person character and camera 360 degree mobility... but using the FLYING movement mode within the character component... not the WALKING movement mode

I guess you are aiming to stay with the character component if possible... it is easy to implement, set up for networking, and performance efficient... IF it can be made to meet your needs

I have seen several threads on what you are looking for, but I'm not sure if that type of dynamic gravity (combined with a rotating character pawn in walking mode) has been solved here. However I might also mention that I think I have seen a custom gravity asset or two on the marketplace that may work, and one or two Sonic-style gravity implementations on YouTube in ue4.

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