Note: This is a later screenshot of my main event graph for my parkour movement component. Hopefully later on I'll be able to use more specific thumbnails because I wont be posting in retrospect.
Pre-Website Devlog No4 -
I finished following the tutorial I was working from for my parkour wall run component. It makes sense when working within the bounds of the character, but the character component struggles to adapt its momentum to the directional value of the camera/mouse, so I decided to do a pawn with my own movement component. In theory, this gives me more customizability around the way I want to move in game, as well as physics controls surrounding momentum and drag. The PROBLEM is how this interacts with the wall run. Wall running usually works by launching the player into the wall adjacent to them and disabling gravity. I usually use the ‘launch character’ node for this, but I can't do that anymore because it's contingent on the existence of the pre-built character movement component. The upshot is I will either have to find a way to manually apply that force in the same way, which at a cursory glance looks difficult, or I dig into the C++ script for the launch character function and try replicate it myself.
My gut tells me that I might have to add a position offset, manually setting the character close to the wall and applying my desired velocity to the character. This is much less than ideal as position offset is literally just forcing the character to another point in space, which doesn’t have much of a regard to momentum stuff.
It might work though, and I have a bad habit of assuming things wont work before I try them. For now I’m going to break the problem down and get the gravity disabled when wall riding to work first.