Ground movement now works properly for all gravity directions
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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@ -45,7 +45,7 @@ void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iteration
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}
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}
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FVector FallAcceleration = GetFallingLateralAcceleration(deltaTime);
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FVector FallAcceleration = GetFallingLateralAcceleration(deltaTime);
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FallAcceleration.Z = 0.f;
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IsCharacterUpAlignedToWorldUp() ? FallAcceleration.Z = 0.f : FallAcceleration.Y = 0.f;
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const bool bHasLimitedAirControl = ShouldLimitAirControl(deltaTime, FallAcceleration);
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const bool bHasLimitedAirControl = ShouldLimitAirControl(deltaTime, FallAcceleration);
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float remainingTime = deltaTime;
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float remainingTime = deltaTime;
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@ -359,6 +359,21 @@ void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iteration
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}
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}
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}
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}
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FVector UGSCharacterMovementComponent::GetFallingLateralAcceleration(float DeltaTime)
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{
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// No acceleration in Z or Y depending on character up direction
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FVector FallAcceleration = IsCharacterUpAlignedToWorldUp() ? FVector(Acceleration.X, Acceleration.Y, 0.f) : FVector(Acceleration.X, 0.0f, Acceleration.Z);
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// bound acceleration, falling object has minimal ability to impact acceleration
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if (!HasAnimRootMotion() && FallAcceleration.SizeSquared() > 0.f)
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{
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FallAcceleration = GetAirControl(DeltaTime, AirControl, FallAcceleration);
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FallAcceleration = FallAcceleration.GetClampedToMaxSize(GetMaxAcceleration());
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}
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return FallAcceleration;
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}
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void UGSCharacterMovementComponent::ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance,
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void UGSCharacterMovementComponent::ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance,
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float SweepDistance, FFindFloorResult& OutFloorResult, float SweepRadius,
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float SweepDistance, FFindFloorResult& OutFloorResult, float SweepRadius,
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@ -650,6 +665,27 @@ void UGSCharacterMovementComponent::SetCharacterUpDirection(FVector NewUpDirecti
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CharacterUpDirection = NewUpDirection;
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CharacterUpDirection = NewUpDirection;
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}
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}
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FVector UGSCharacterMovementComponent::ConstrainInputAcceleration(const FVector& InputAcceleration) const
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{
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// walking or falling pawns ignore up/down sliding
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if(IsCharacterUpAlignedToWorldUp())
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{
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if (InputAcceleration.Z != 0.f && (IsMovingOnGround() || IsFalling()))
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{
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return FVector(InputAcceleration.X, InputAcceleration.Y, 0.f);
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}
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}
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else
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{
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if (InputAcceleration.Y != 0.f && (IsMovingOnGround() || IsFalling()))
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{
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return FVector(0.0f, InputAcceleration.Y, InputAcceleration.Z);
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}
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}
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return InputAcceleration;
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}
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void UGSCharacterMovementComponent::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode)
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void UGSCharacterMovementComponent::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode)
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{
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{
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if (!HasValidData())
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if (!HasValidData())
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@ -24,6 +24,8 @@ public:
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// UCharacterMovementComponent interface
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// UCharacterMovementComponent interface
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virtual FVector ConstrainInputAcceleration(const FVector& InputAcceleration) const override;
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virtual void OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) override;
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virtual void OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) override;
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// walking
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// walking
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@ -42,6 +44,8 @@ public:
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// falling
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// falling
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virtual void PhysFalling(float deltaTime, int32 Iterations) override;
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virtual void PhysFalling(float deltaTime, int32 Iterations) override;
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virtual FVector GetFallingLateralAcceleration(float DeltaTime) override;
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virtual void ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance, float SweepDistance, FFindFloorResult& OutFloorResult, float SweepRadius, const FHitResult* DownwardSweepResult) const override;
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virtual void ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance, float SweepDistance, FFindFloorResult& OutFloorResult, float SweepRadius, const FHitResult* DownwardSweepResult) const override;
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virtual bool IsValidLandingSpot(const FVector& CapsuleLocation, const FHitResult& Hit) const override;
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virtual bool IsValidLandingSpot(const FVector& CapsuleLocation, const FHitResult& Hit) const override;
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