This is really great but a bit tricky if you have a push-to-sprint mechanic involved. I've found a few ways around it kind of, but the line tracing causes some visual glitches while my character is sprinting
@TheOfficialAgNO3
9 ай бұрын
Ah figured it out! Just had to reduce the finterp time from 20 del. secs. to 15!
@unrealdevop
9 ай бұрын
Yeah I haven't revisited this in quite a while maybe I'll do a follow up video in the next month or so.
@dadotoole7601
7 ай бұрын
it doesn't work if you have a character that walks and runs, the system only considers if you have a single speed. What changes need to be made to make it work if I want to walk and run? enum?
@unrealdevop
7 ай бұрын
Yeah so If I did this again I would probably make the curve values themselves a percent of speed rather then a set speed and use the curve values as a multiplier instead of the actual value for the Max Walk Speed. Setting it up as a Multiplier would be much better since it would be independent of the current speed and could be easily applied at an appropriate point along the timeline. Just remember that if you set it as a multiplier you'll want to cache the current speed before changing it so that you can set it back. ALS does stuff like this where they have a Desired Value and then the Actual Value that gets interpolated for smoother value changes. With that being said, you could still use set values, but if you did then you would want 2 Curves, and the Curve you select should be based on the Movement State of your character. So if your in Walk Mode you would select the Walk Curve, and if your in the Running you would select the Run Curve.
@ericdrob
Жыл бұрын
You kind of sound like a less cartoonified Rick Sanchez. Throw some burps in there next time! Thanks for the tutorial!
@unrealdevop
Жыл бұрын
lol
@boundlessunrealengine9467
Жыл бұрын
Thank you!!!
@mongoose7484
2 жыл бұрын
it works well if my character can only walk, but i have 4 different speeds my character can move at (crouch, walk, jog, sprint). how do i change it so each one has its own speed it goes to when going up and down the slope?
@unrealdevop
2 жыл бұрын
So if your familiar with ALS, they use a system called States. Basically, an Enumerator or collection of words that define a state that the char is currently in...a good place to start would be to create a list of enums for each speed state...create a different curve set for each of those states...then set the state when the player changes speeds and select a curve to be used based on the current state the char is in. That should work pretty well for what your wanting.
@MrPangahas
11 ай бұрын
@@unrealdevopI tried this and it worked thanks.
@caelumspartas9
Жыл бұрын
is it possible to make the characer slide to the bottom when he is on a high angle?
@unrealdevop
Жыл бұрын
Yeah, so to do that you could just activate the logic based on the value of the slope angle. You could probably even do something funny like play an animation with him facing the opposite direction and perhaps attach him to a physics object that will roll down the hill...that's just an idea, no clue if it could be pulled off like that without looking off.
@valleyone6258
2 жыл бұрын
Thank you so much for this amazing tutorial! Learn a lot from this. Could you please tell me how to draw those two debug arrows in the editor? Can't figure that out now... Thanks again.
@unrealdevop
2 жыл бұрын
Yeah, all I did was add some arrows to the Character Blueprint and then have them point in the direction of the character and the slope that we calculated.
@valleyone6258
2 жыл бұрын
@@unrealdevop Thanks. Are you using the Draw Debug Arrow? I tried that one, and there are Start Point and End Point. I don't know what should to be filled into those two.
@unrealdevop
2 жыл бұрын
@@valleyone6258 Honestly It's been quite a while since I did this. I'm not even sure exactly what your talking about but if you see arrows on the ground, open up your char bp, add an 'Arrow' to the objects in that blueprint....then you have to set on Event Tick, some logic that updates the rotation of said arrow based on some value...for example the forward vector of the character or the slope of the surface or the rotation of the character mesh... The Arrow is nothing more then an object like a box or a sphere as far as I remember.
@valleyone6258
2 жыл бұрын
@@unrealdevop Ok. I got it. It's an object, not a debug tool. I thought it's a debug tool like the LineTracebyChannel debug line. What I'm talking about is, at the beginning of the video, there are a green arrow and a red one to show the character's forward direction and hit normal direction. I think that's pretty useful. I get it now. Thank you so much for your patience.
@unrealdevop
2 жыл бұрын
@@valleyone6258 Yeah no problem, I mean there are debug tools such as that but I'm not really all too familiar with them.
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