when I am applying forward input (key W) = 300 acceleration, I have a system where my character has high ground friction (5) at low speeds and very low ground friction (1) at high speeds. this is a kind of sliding feel as i go around corners at speed. however the moment i stop forward input my acceleration drops from 300 to 0 instantly, which results in my character no longer turning just sliding along the last known forward vector.
I think ‘use alternative braking’ is the function i require to allow acceleration to blend down properly however there is no checkbox to enable it. under ‘braking friction factor’ there is a greyed box called ‘braking friction’ which is greyed out.
I tried to implement use alternative braking within my player controller event graph - as it it retrievable through character movement component, however it doesnt seem to change anything.
why is that box greyed out and is it the braking factor im looking for. otherwise I will try to figure out a way to blend the acceleration value to increase and decrease smoothly using???
To activate that greyed out Braking Friction, click on Use Separate Braking Friction
Hover over both, there is quite a lot of info in the tooltip. I’m not 100 percent sure they’ll meet your needs, but just post here again on this thread if they don’t and we’ll try to figure it out.
for some reason I can not find the check box anywhere to initialize it.
Anyway after some testing I managed to manipulate ‘acceleration’ to blend from 300 down to 0 as I release the W key (input forward), but even as acceleration is taken away slowly - once i release W it is regardless of current acceleration value as if no forward thrust is applying to my character and thus just slides along in a straight line until friction stops it.
therefore I have come to the conclusion that for my character to keep some grip and maintain a turn once I release W, I must remove the actual input slowly over time - ie the 1 to -1 axis that the game controller uses.
how this will effect controller input is something ill have to deal with later :).
this whole thing does beg the question how people are doing car wheel physics if the moment they release input the car just slides off the track.
I guess they are not implementing loss of grip via a changing ground friction value.
ummm… just to confirm you are using a character right? with a character movement component (inherited)?
assuming you are using "walking’ movement mode (character doesn’t need to be actually walking, because the capsule more like slides along the ground)… there should be a bunch of options to get the result I think you are aiming for
In addition, to modify your turn characteristics, the other things I’d experiment with are:
physics fluid friction (in project settings) which affects acceleration, deceleration and (I think) traction
physics material on your character/pawn/actor and landscape surface
by the way, just in case it is useful… there is also a Floating Pawn Movement component that has a float TurningBoost Setting affecting extra force applied when changing direction, making turns have less drift and become more responsive.
Just got back round to this… must be a 4.21 thing, or i have some unique attribute that is hiding it.
anyway I think from the tooltip i need to look elsewhere, I think your suggestions sound very promising especially the floating route, i may look into using the standard vehicle component and seeing if that has a solution (albeit potentially more cpu demanding).
wow… I’m using 4.21 on Windows… and the “use separate braking friction” is definitely there like in the screenshot I posted earlier…
it might also be worth considering
consider physics materials
consider fluid friction in the physics volume (I think it affects
flying mode turn skidding / radius
and it might also work in walking
mode)
consider ground friction in Walking movement mode
as you would have already done. double check that you are actually
using walking mode (I’ve caught
myself out like this a few times) or
whatever mode you favor
So just to update for future viewers, the main problem was that using the character movement component with low friction meant that once i released forward axis input from 1 to 0, my character would no longer apply forward momemtum along the axis of the camera (and player) was facing. meaning I would just fly off at my last known trajectory that input was applied.
Solution: Using Finterp on the forward axis allowed a blend of values from 0 -1 and 1 - 0 meaning when i released input my character would still have some grip and slowly come to a stop but still moving where I aimed the camera.
hey northstar i realised i never gave you the answer point, after all that effort. so im marking as answered even though i never found out why it wasnt there, im sure i could find out now (being alot more adept)