Semi-functional gravity direction changing
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Input/Actions/IA_ChangeGravity.uasset
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GravityStomp/Content/Input/Actions/IA_ChangeGravity.uasset
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GravityStomp/Content/Input/IMC_Default.uasset
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GravityStomp/Content/Input/IMC_Default.uasset
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@ -7,7 +7,10 @@
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{
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"Name": "GravityStompGame",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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},
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{
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"Name": "GravityStompEditor",
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@ -9,13 +9,15 @@
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#include "GameFramework/SpringArmComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "GSCharacterMovementComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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//////////////////////////////////////////////////////////////////////////
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// AGravityStompCharacter
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AGSCharacter::AGSCharacter()
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AGSCharacter::AGSCharacter(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer.SetDefaultSubobjectClass<UGSCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
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{
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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@ -80,6 +82,7 @@ void AGSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputC
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{
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//Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AGSCharacter::Move);
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EnhancedInputComponent->BindAction(ChangeGravityAction, ETriggerEvent::Triggered, this, &AGSCharacter::ChangeGravityDirection);
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}
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}
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@ -93,4 +96,12 @@ void AGSCharacter::Move(const FInputActionValue& Value)
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// add movement
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AddMovementInput(FVector::UpVector, MovementVector.Y);
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AddMovementInput(FVector::RightVector, MovementVector.X);
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}
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}
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void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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{
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FVector2D GravityDirection = Value.Get<FVector2D>();
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FVector NewCharacterUpDirection(0.0f, -GravityDirection.X, -GravityDirection.Y);
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GetCharacterMovement<UGSCharacterMovementComponent>()->SetCharacterUpDirection(NewCharacterUpDirection);
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}
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@ -27,16 +27,22 @@ class AGSCharacter : public ACharacter
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* MoveAction;;
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class UInputAction* MoveAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* ChangeGravityAction;
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public:
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AGSCharacter();
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AGSCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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protected:
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
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/** Called when the player changes the gravity direction */
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void ChangeGravityDirection(const FInputActionValue& Value);
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protected:
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// APawn interface
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@ -0,0 +1,355 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Character/GSCharacterMovementComponent.h"
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// UE includes
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#include "GameFramework/Character.h"
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// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work
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namespace CharacterMovementConstants
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{
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// MAGIC NUMBERS
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const float VERTICAL_SLOPE_NORMAL_Z = 0.001f; // Slope is vertical if Abs(Normal.Z) <= this threshold. Accounts for precision problems that sometimes angle normals slightly off horizontal for vertical surface.
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}
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namespace CharacterMovementCVars
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{
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int32 ForceJumpPeakSubstep = 1;
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FAutoConsoleVariableRef CVarForceJumpPeakSubstep(
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TEXT("gs.ForceJumpPeakSubstep"),
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ForceJumpPeakSubstep,
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TEXT("If 1, force a jump substep to always reach the peak position of a jump, which can often be cut off as framerate lowers."),
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ECVF_Default);
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}
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UGSCharacterMovementComponent::UGSCharacterMovementComponent()
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{
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}
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void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iterations)
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{
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if (deltaTime < MIN_TICK_TIME)
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{
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return;
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}
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FVector FallAcceleration = GetFallingLateralAcceleration(deltaTime);
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FallAcceleration.Z = 0.f;
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const bool bHasLimitedAirControl = ShouldLimitAirControl(deltaTime, FallAcceleration);
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float remainingTime = deltaTime;
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while( (remainingTime >= MIN_TICK_TIME) && (Iterations < MaxSimulationIterations) )
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{
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Iterations++;
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float timeTick = GetSimulationTimeStep(remainingTime, Iterations);
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remainingTime -= timeTick;
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const FVector OldLocation = UpdatedComponent->GetComponentLocation();
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const FQuat PawnRotation = UpdatedComponent->GetComponentQuat();
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bJustTeleported = false;
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const FVector OldVelocityWithRootMotion = Velocity;
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RestorePreAdditiveRootMotionVelocity();
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const FVector OldVelocity = Velocity;
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// Apply input
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const float MaxDecel = GetMaxBrakingDeceleration();
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if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
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{
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// Compute Velocity
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{
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// Acceleration = FallAcceleration for CalcVelocity(), but we restore it after using it.
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TGuardValue<FVector> RestoreAcceleration(Acceleration, FallAcceleration);
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Velocity.Z = 0.f;
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CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel);
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Velocity.Z = OldVelocity.Z;
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}
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}
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// Compute current gravity
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const FVector Gravity = CharacterUpDirection * GetGravityZ();
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float GravityTime = timeTick;
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// If jump is providing force, gravity may be affected.
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bool bEndingJumpForce = false;
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if (CharacterOwner->JumpForceTimeRemaining > 0.0f)
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{
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// Consume some of the force time. Only the remaining time (if any) is affected by gravity when bApplyGravityWhileJumping=false.
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const float JumpForceTime = FMath::Min(CharacterOwner->JumpForceTimeRemaining, timeTick);
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GravityTime = bApplyGravityWhileJumping ? timeTick : FMath::Max(0.0f, timeTick - JumpForceTime);
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// Update Character state
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CharacterOwner->JumpForceTimeRemaining -= JumpForceTime;
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if (CharacterOwner->JumpForceTimeRemaining <= 0.0f)
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{
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CharacterOwner->ResetJumpState();
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bEndingJumpForce = true;
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}
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}
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// Apply gravity
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Velocity = NewFallVelocity(Velocity, Gravity, GravityTime);
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//UE_LOG(LogCharacterMovement, Log, TEXT("dt=(%.6f) OldLocation=(%s) OldVelocity=(%s) OldVelocityWithRootMotion=(%s) NewVelocity=(%s)"), timeTick, *(UpdatedComponent->GetComponentLocation()).ToString(), *OldVelocity.ToString(), *OldVelocityWithRootMotion.ToString(), *Velocity.ToString());
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ApplyRootMotionToVelocity(timeTick);
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DecayFormerBaseVelocity(timeTick);
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// See if we need to sub-step to exactly reach the apex. This is important for avoiding "cutting off the top" of the trajectory as framerate varies.
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if (CharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
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{
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const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick;
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if (!FMath::IsNearlyZero(DerivedAccel.Z))
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{
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const float TimeToApex = -OldVelocityWithRootMotion.Z / DerivedAccel.Z;
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// The time-to-apex calculation should be precise, and we want to avoid adding a substep when we are basically already at the apex from the previous iteration's work.
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const float ApexTimeMinimum = 0.0001f;
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if (TimeToApex >= ApexTimeMinimum && TimeToApex < timeTick)
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{
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const FVector ApexVelocity = OldVelocityWithRootMotion + (DerivedAccel * TimeToApex);
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Velocity = ApexVelocity;
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Velocity.Z = 0.f; // Should be nearly zero anyway, but this makes apex notifications consistent.
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// We only want to move the amount of time it takes to reach the apex, and refund the unused time for next iteration.
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const float TimeToRefund = (timeTick - TimeToApex);
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remainingTime += TimeToRefund;
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timeTick = TimeToApex;
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Iterations--;
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NumJumpApexAttempts++;
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// Refund time to any active Root Motion Sources as well
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for (TSharedPtr<FRootMotionSource> RootMotionSource : CurrentRootMotion.RootMotionSources)
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{
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const float RewoundRMSTime = FMath::Max(0.0f, RootMotionSource->GetTime() - TimeToRefund);
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RootMotionSource->SetTime(RewoundRMSTime);
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}
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}
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}
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}
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if (bNotifyApex && (Velocity.Z < 0.f))
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{
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// Just passed jump apex since now going down
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bNotifyApex = false;
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NotifyJumpApex();
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}
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// Compute change in position (using midpoint integration method).
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FVector Adjusted = 0.5f * (OldVelocityWithRootMotion + Velocity) * timeTick;
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// Special handling if ending the jump force where we didn't apply gravity during the jump.
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if (bEndingJumpForce && !bApplyGravityWhileJumping)
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{
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// We had a portion of the time at constant speed then a portion with acceleration due to gravity.
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// Account for that here with a more correct change in position.
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const float NonGravityTime = FMath::Max(0.f, timeTick - GravityTime);
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Adjusted = (OldVelocityWithRootMotion * NonGravityTime) + (0.5f*(OldVelocityWithRootMotion + Velocity) * GravityTime);
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}
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// Move
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FHitResult Hit(1.f);
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SafeMoveUpdatedComponent( Adjusted, PawnRotation, true, Hit);
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if (!HasValidData())
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{
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return;
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}
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float LastMoveTimeSlice = timeTick;
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float subTimeTickRemaining = timeTick * (1.f - Hit.Time);
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if ( IsSwimming() ) //just entered water
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{
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remainingTime += subTimeTickRemaining;
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StartSwimming(OldLocation, OldVelocity, timeTick, remainingTime, Iterations);
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return;
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}
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else if ( Hit.bBlockingHit )
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{
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if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit))
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{
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remainingTime += subTimeTickRemaining;
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ProcessLanded(Hit, remainingTime, Iterations);
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return;
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}
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else
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{
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// Compute impact deflection based on final velocity, not integration step.
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// This allows us to compute a new velocity from the deflected vector, and ensures the full gravity effect is included in the slide result.
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Adjusted = Velocity * timeTick;
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// See if we can convert a normally invalid landing spot (based on the hit result) to a usable one.
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if (!Hit.bStartPenetrating && ShouldCheckForValidLandingSpot(timeTick, Adjusted, Hit))
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{
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const FVector PawnLocation = UpdatedComponent->GetComponentLocation();
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FFindFloorResult FloorResult;
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FindFloor(PawnLocation, FloorResult, false);
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if (FloorResult.IsWalkableFloor() && IsValidLandingSpot(PawnLocation, FloorResult.HitResult))
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{
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remainingTime += subTimeTickRemaining;
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ProcessLanded(FloorResult.HitResult, remainingTime, Iterations);
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return;
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}
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}
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HandleImpact(Hit, LastMoveTimeSlice, Adjusted);
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// If we've changed physics mode, abort.
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if (!HasValidData() || !IsFalling())
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{
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return;
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}
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// Limit air control based on what we hit.
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// We moved to the impact point using air control, but may want to deflect from there based on a limited air control acceleration.
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FVector VelocityNoAirControl = OldVelocity;
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FVector AirControlAccel = Acceleration;
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if (bHasLimitedAirControl)
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{
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// Compute VelocityNoAirControl
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{
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// Find velocity *without* acceleration.
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TGuardValue<FVector> RestoreAcceleration(Acceleration, FVector::ZeroVector);
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TGuardValue<FVector> RestoreVelocity(Velocity, OldVelocity);
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Velocity.Z = 0.f;
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CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel);
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VelocityNoAirControl = FVector(Velocity.X, Velocity.Y, OldVelocity.Z);
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VelocityNoAirControl = NewFallVelocity(VelocityNoAirControl, Gravity, GravityTime);
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}
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const bool bCheckLandingSpot = false; // we already checked above.
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AirControlAccel = (Velocity - VelocityNoAirControl) / timeTick;
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const FVector AirControlDeltaV = LimitAirControl(LastMoveTimeSlice, AirControlAccel, Hit, bCheckLandingSpot) * LastMoveTimeSlice;
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Adjusted = (VelocityNoAirControl + AirControlDeltaV) * LastMoveTimeSlice;
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}
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const FVector OldHitNormal = Hit.Normal;
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const FVector OldHitImpactNormal = Hit.ImpactNormal;
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FVector Delta = ComputeSlideVector(Adjusted, 1.f - Hit.Time, OldHitNormal, Hit);
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// Compute velocity after deflection (only gravity component for RootMotion)
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const UPrimitiveComponent* HitComponent = Hit.GetComponent();
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if (/*CharacterMovementCVars::UseTargetVelocityOnImpact &&*/ !Velocity.IsNearlyZero() && MovementBaseUtility::IsSimulatedBase(HitComponent))
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{
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const FVector ContactVelocity = MovementBaseUtility::GetMovementBaseVelocity(HitComponent, NAME_None) + MovementBaseUtility::GetMovementBaseTangentialVelocity(HitComponent, NAME_None, Hit.ImpactPoint);
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const FVector NewVelocity = Velocity - Hit.ImpactNormal * FVector::DotProduct(Velocity - ContactVelocity, Hit.ImpactNormal);
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Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
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}
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else if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported)
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{
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const FVector NewVelocity = (Delta / subTimeTickRemaining);
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Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
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}
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if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && (Delta | Adjusted) > 0.f)
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{
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// Move in deflected direction.
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SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit);
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if (Hit.bBlockingHit)
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{
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// hit second wall
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LastMoveTimeSlice = subTimeTickRemaining;
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subTimeTickRemaining = subTimeTickRemaining * (1.f - Hit.Time);
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if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit))
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{
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remainingTime += subTimeTickRemaining;
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ProcessLanded(Hit, remainingTime, Iterations);
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return;
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}
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HandleImpact(Hit, LastMoveTimeSlice, Delta);
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// If we've changed physics mode, abort.
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if (!HasValidData() || !IsFalling())
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{
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return;
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}
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// Act as if there was no air control on the last move when computing new deflection.
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if (bHasLimitedAirControl && Hit.Normal.Z > CharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
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{
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const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice;
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Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit);
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}
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FVector PreTwoWallDelta = Delta;
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TwoWallAdjust(Delta, Hit, OldHitNormal);
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// Limit air control, but allow a slide along the second wall.
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if (bHasLimitedAirControl)
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{
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const bool bCheckLandingSpot = false; // we already checked above.
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const FVector AirControlDeltaV = LimitAirControl(subTimeTickRemaining, AirControlAccel, Hit, bCheckLandingSpot) * subTimeTickRemaining;
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// Only allow if not back in to first wall
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if (FVector::DotProduct(AirControlDeltaV, OldHitNormal) > 0.f)
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{
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Delta += (AirControlDeltaV * subTimeTickRemaining);
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}
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}
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// Compute velocity after deflection (only gravity component for RootMotion)
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if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported)
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{
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const FVector NewVelocity = (Delta / subTimeTickRemaining);
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Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
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}
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// bDitch=true means that pawn is straddling two slopes, neither of which it can stand on
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bool bDitch = ( (OldHitImpactNormal.Z > 0.f) && (Hit.ImpactNormal.Z > 0.f) && (FMath::Abs(Delta.Z) <= UE_KINDA_SMALL_NUMBER) && ((Hit.ImpactNormal | OldHitImpactNormal) < 0.f) );
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SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit);
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if ( Hit.Time == 0.f )
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{
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// if we are stuck then try to side step
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FVector SideDelta = (OldHitNormal + Hit.ImpactNormal).GetSafeNormal2D();
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if ( SideDelta.IsNearlyZero() )
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{
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SideDelta = FVector(OldHitNormal.Y, -OldHitNormal.X, 0).GetSafeNormal();
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}
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SafeMoveUpdatedComponent( SideDelta, PawnRotation, true, Hit);
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}
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if ( bDitch || IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit) || Hit.Time == 0.f )
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{
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remainingTime = 0.f;
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ProcessLanded(Hit, remainingTime, Iterations);
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return;
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}
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else if (GetPerchRadiusThreshold() > 0.f && Hit.Time == 1.f && OldHitImpactNormal.Z >= GetWalkableFloorZ())
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{
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// We might be in a virtual 'ditch' within our perch radius. This is rare.
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const FVector PawnLocation = UpdatedComponent->GetComponentLocation();
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const float ZMovedDist = FMath::Abs(PawnLocation.Z - OldLocation.Z);
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const float MovedDist2DSq = (PawnLocation - OldLocation).SizeSquared2D();
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if (ZMovedDist <= 0.2f * timeTick && MovedDist2DSq <= 4.f * timeTick)
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{
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Velocity.X += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f);
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Velocity.Y += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f);
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Velocity.Z = FMath::Max<float>(JumpZVelocity * 0.25f, 1.f);
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Delta = Velocity * timeTick;
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||||
SafeMoveUpdatedComponent(Delta, PawnRotation, true, Hit);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Velocity.SizeSquared2D() <= UE_KINDA_SMALL_NUMBER * 10.f)
|
||||
{
|
||||
Velocity.X = 0.f;
|
||||
Velocity.Y = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGSCharacterMovementComponent::SetCharacterUpDirection(FVector NewUpDirection)
|
||||
{
|
||||
NewUpDirection.Normalize();
|
||||
CharacterUpDirection = NewUpDirection;
|
||||
}
|
@ -0,0 +1,29 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
// UE includes
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/CharacterMovementComponent.h"
|
||||
|
||||
#include "GSCharacterMovementComponent.generated.h"
|
||||
|
||||
/**
|
||||
* Subclass of CharacterMovementComponent which allows for a custom gravity direction to be applied to the character while falling
|
||||
*/
|
||||
UCLASS()
|
||||
class GRAVITYSTOMPGAME_API UGSCharacterMovementComponent : public UCharacterMovementComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UGSCharacterMovementComponent();
|
||||
|
||||
virtual void PhysFalling(float deltaTime, int32 Iterations) override;
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetCharacterUpDirection(FVector NewUpDirection);
|
||||
|
||||
private:
|
||||
FVector CharacterUpDirection = FVector::UpVector;
|
||||
};
|
Loading…
Reference in New Issue
Block a user