wizardpoop
Member
@ChristianWiele
In the context of the
For example:
In the context of the
Pseudo3D
MovementType
, which methods do I need to override to ensure that vertical input can move the character along their local horizontal axis?For example:
- Horizontal input works as expected for moving the character left and right (while
RestrictPosition
locks movement on z-axis) - I input left toward a wall
- I have a custom mount that rotates and moves the character up to the wall
- It is now properly grounded like step 1 (but now on a wall) and left/right input moves the character up and down the wall respectively (due to left/right input moving the character along their local horizontal axis)
- How do I get the results of step 4 (move up and down the wall) while the input is up and down?
- This is a simple mapping exercise generally, but I don't yet know where I need to do this mapping in the context of UCC. Is there a built-in way that I'm overlooking? If not, what do I need to override to get that behavior?
Last edited: