making the sphere a child of the capsule will stop the jumping straight into the air and moving the CameraBoom to the center of the sphere will stop wobbly behavior - might solve someone's problems :)
@northisdead1999 on the Hit Normal add an == and set the Z to 1. adjust the error tolerance to .5. connect that to a branch node and connect set jump tracker to the true output.
Hey, ty for the tutorial but I'm facing a problem (same as many other people I read online). My character mesh moves physic objects too much, no matter the Mass(gr) and no matter the character's push force factors. Either it's 0.1kg or 1000000kg the physic object, when my character touches it, it flies away. It's kind of insane how many people write about this problem since 2016 and still not a sold answer!
How would I make the ball maintain more momentum/velocity, and gain more speed when going down slopes). Also... when the ball is rolling, it randomly does little bounces. This only happens on generate terrain.... it is fine with the default floor.
I got the dash working, however, i dont know what i did, but the simulation is now running in slow motion and the screen refreshes/flickers every 3 seconds. Im not sure if this is just a problem with the engine, or the game.
Nice! I'm rolling the ball across a very large map, so I need lots of speed. Is there a way to clamp down on the rotation of the mesh to make it look less terrible? Or perhaps disallow it entirely and fake it by manually updating local rotation on mesh only? I'm looking but can't find. Thanks for the video!
For posterity: I turned on pawn control rotation for the actor and that prevented the impulse spin. Then I got angular velocity and divided it by a lot and applied it to x/y rotations of the mesh only. Looks decent and I think I can tweak it more.
Is there a way to reduce the rotation speed whilst maintaining the same movement in the physics based one? Also... when going up slopes, the ball still rotates fast, but it doesn't move very fast.
You have to take "SetMaxWalkSpeed" from the "Character Movement" component, You can drag and drop it in your blueprint, it's available in the "Components" window on the left of your screen
Rerouted here from the power-ups video. Your non-physics speed function is so much simpler than my current one. However, can I use a timeline or something to gradually increase speed instead of starting at the set value? Currently trying to mash the two together and not getting the desired result.
Thanks for the tutorial! I am facing a challenge, for the without physics version: rolling works in one direction only. Whatever I press, it just rolls the ball in the same direction. I am trying to make that the ball rotates in the direction the player presses the button. Any ideas?
hey i have a problem with the simulation. the sphere dosen't roll smoothly meybe something to do with the center of mass but i am not sure and i am a beginner so i don't really know what's wrong. can someone help please ? FYI: I try to get the center of mass to display in the logs and i got these value LogBlueprintUserMessages: X=900.000 Y=1110.000 Z=92.013
11:09 scene component object ref is not compatible with primitive component object ref Idk what I did wrong? It won't let me do this. I did however move all the code over to a pawn, everything works except the camera control (fixed by making the springarm use pawn control rotation) also I was able to do the jump system directly on EnhancedInputAction IA_Jump, no need to use deprecated input bindings
why does your character event graph look different than mine? I'm on 5.0.3, my movement input event graph looks nothing like yours. So I can't even follow some of these steps lol
can i make the physics based system a little bit more responsive? tryin to make some physics based jump and run game with it but the ball reacts so super slow that its pretty much impossible to slow down when you are rolling down a hill or even change direction... :P
or maybe a way to move in midair so i could redirect and correct my direction while jumping? p.s.: thanks a lot for your video btw, was rly helpful already!
I tried playing around with a friction material to make it more responsive, it could be the way but I didn’t like it and went the non physics sim route
@@jareddilley thx for the answer :) i had the hope that there must be a way to scale acceleration to left and right with higher speed/velocity, because i really like the way the ball bumps at high speeds and its realy fun to race around like that, but it just feels like im stuck in honey if i'd want to correct my direction..
the mesh that acts as the head should not be inherited under the rolling around mesh. You could do a thing where you assign its vector manually in the graph. You would drag and drop "head_mesh" (lets call it that) into graph. Then get the local or world location vector. Plug in the vector of the capsule, then add like +100 on the z axis so it is above the mesh. Hopefully something along the lines of that works out! Tinker with it.
Look in the documentation for Physical Materials. you will want to change the friction, static friction, and restitution (bounciness) and apply it to objects.
Hey, try placing everything except the camera at 0 location, like mentioned in the video and check "Use Pawn Control Rotation" under the CameraBoom / Springarm, this should fix it
@@jareddilley ok. Also i had a bounce pad before that would launch my character into the air but now it does nothing. Is it something to do with there being a shape instead of a skeletal mesh?
@@owenmurphy9728 it could be, or you might just need to change how the bounce pad works and how you are applying the force on the character, should be the same as how jump is done
@@SylvainRochette I had the same problem, my Sphere was a child of Mesh (CharacterMesh0) and not Capsule Component. Moving it up a level solved it for me.
making the sphere a child of the capsule will stop the jumping straight into the air and moving the CameraBoom to the center of the sphere will stop wobbly behavior - might solve someone's problems :)
Solved mine :)
I completely restarted because I couldn't figure that out. At least I'll know how to resolve it if it happens again lol
perfect for my rage gmae, thanks buddy
@northisdead1999 on the Hit Normal add an == and set the Z to 1. adjust the error tolerance to .5. connect that to a branch node and connect set jump tracker to the true output.
This was really helpful, thank you!
great tutorial mate did exactly what i needed thank you
Is this case, the base can touch a side wall and jump again. Is there a way to make it so that it resets only when the ball touches the ground only.
It worked thank you ❤
My camera rotates with the ball, does anyone have an idea on how to stop that
how can u replicate this to multiplayer
Hey, ty for the tutorial but I'm facing a problem (same as many other people I read online).
My character mesh moves physic objects too much, no matter the Mass(gr) and no matter the character's push force factors. Either it's 0.1kg or 1000000kg the physic object, when my character touches it, it flies away. It's kind of insane how many people write about this problem since 2016 and still not a sold answer!
How would I make the ball maintain more momentum/velocity, and gain more speed when going down slopes). Also... when the ball is rolling, it randomly does little bounces. This only happens on generate terrain.... it is fine with the default floor.
Thanks for the video. Title should be called "control a ball" I have looked for a tutorial a few times but could not find one.
To dash would you just do the same as with jumping... but with a directional impulse dependant on the direction the camera is looking?
Correct you can do an impulse or you can temporarily change the walking velocity depending on how you want it to work
ty@illey
I got the dash working, however, i dont know what i did, but the simulation is now running in slow motion and the screen refreshes/flickers every 3 seconds. Im not sure if this is just a problem with the engine, or the game.
why does my ball continue to roll even when im not moving?
Nice! I'm rolling the ball across a very large map, so I need lots of speed. Is there a way to clamp down on the rotation of the mesh to make it look less terrible? Or perhaps disallow it entirely and fake it by manually updating local rotation on mesh only? I'm looking but can't find. Thanks for the video!
For posterity: I turned on pawn control rotation for the actor and that prevented the impulse spin. Then I got angular velocity and divided it by a lot and applied it to x/y rotations of the mesh only. Looks decent and I think I can tweak it more.
Thank you for tutorial
Is there a way to reduce the rotation speed whilst maintaining the same movement in the physics based one?
Also... when going up slopes, the ball still rotates fast, but it doesn't move very fast.
how did you manage to find the Rotation Speed variable?
huh?@@oliviachoir
After creating the custom event speed there is no variable for set max walk speed
You have to take "SetMaxWalkSpeed" from the "Character Movement" component, You can drag and drop it in your blueprint, it's available in the "Components" window on the left of your screen
@@Maggy9 can't find the Set Rotation Speed variable
How can I make it so the ball only jumps when it's on the ground? And how do I make it so walls don't count as ground?
Awesome :D
Rerouted here from the power-ups video. Your non-physics speed function is so much simpler than my current one. However, can I use a timeline or something to gradually increase speed instead of starting at the set value? Currently trying to mash the two together and not getting the desired result.
Thanks for the tutorial!
I am facing a challenge, for the without physics version: rolling works in one direction only. Whatever I press, it just rolls the ball in the same direction.
I am trying to make that the ball rotates in the direction the player presses the button. Any ideas?
hey i have a problem with the simulation. the sphere dosen't roll smoothly meybe something to do with the center of mass but i am not sure and i am a beginner so i don't really know what's wrong. can someone help please ?
FYI: I try to get the center of mass to display in the logs and i got these value LogBlueprintUserMessages: X=900.000 Y=1110.000 Z=92.013
11:09 scene component object ref is not compatible with primitive component object ref
Idk what I did wrong? It won't let me do this. I did however move all the code over to a pawn, everything works except the camera control (fixed by making the springarm use pawn control rotation)
also I was able to do the jump system directly on EnhancedInputAction IA_Jump, no need to use deprecated input bindings
Thank you so much for this video.
I don't know why but this physics method don't work (
It's move only where i look but now by WASD
when i tried to load in after activating fysics it just made me fall through the floor any way to fix that ??
Maybe check you collision sphere, make sure it didn't get messed up and collisions are still enabled
@@jareddilley ive enabled it and when i clicked play it spawns in the ball but im an invisable box that just hits the ball
@@G4m3r_m8 check the components tab on the left to make sure it mirrors mine, one of the components could be out of placed or not nested properly
@@jareddilley i did some testing and it turns out that on the sphere the collision preset needed to be set to character mesh and it then worked
@@G4m3r_m8thank you sooooo much for that I could literally kiss you 😂😂😂
Thanks for the video ! Why the jump input is not adapted to Enhanced Input Subsystem here ?
This is cool! thnx . How do u direct impulse towards object or actor?
You should be able to by creating an impulse based on the difference of your location and the location of the actor/object
why does your character event graph look different than mine? I'm on 5.0.3, my movement input event graph looks nothing like yours. So I can't even follow some of these steps lol
Maybe try 5.1 and make sure you are using the third player character template
So none-physics based will just stop instantly with rolling when input key is released?
Correct and you can add a delay is you want to fix that
can i make the physics based system a little bit more responsive? tryin to make some physics based jump and run game with it but the ball reacts so super slow that its pretty much impossible to slow down when you are rolling down a hill or even change direction... :P
or maybe a way to move in midair so i could redirect and correct my direction while jumping?
p.s.: thanks a lot for your video btw, was rly helpful already!
I tried playing around with a friction material to make it more responsive, it could be the way but I didn’t like it and went the non physics sim route
@@jareddilley thx for the answer :) i had the hope that there must be a way to scale acceleration to left and right with higher speed/velocity, because i really like the way the ball bumps at high speeds and its realy fun to race around like that, but it just feels like im stuck in honey if i'd want to correct my direction..
how would one go about doing this?@@jareddilley
Is it possible to add more control over the phys ball? It's very slow when I try to change direction in sidescroll.
probably adding friction. idk how tho. did you figure this out?
Could you show me how to make the ball move like BB8? I mean only the body of the ball moves and the head follows the body
the mesh that acts as the head should not be inherited under the rolling around mesh. You could do a thing where you assign its vector manually in the graph. You would drag and drop "head_mesh" (lets call it that) into graph. Then get the local or world location vector. Plug in the vector of the capsule, then add like +100 on the z axis so it is above the mesh. Hopefully something along the lines of that works out! Tinker with it.
how can I add friction when using physics? so when I release the W key the ball stops rolling after a while
Look in the documentation for Physical Materials. you will want to change the friction, static friction, and restitution (bounciness) and apply it to objects.
where is the documentation for physical materials?@@LookitVideos
When I start the game here 13:23 the ball just a goes into the sky very quickly
You might have the velocity hooked up to the wrong axis, make sure it is the x and not the z
@@jareddilley thanks
is there a reason that when i move my character the whole camera view spins instead of the charcater alone?
Check that your target is the capsule component and that you camera and boom arm are child’s of it
Hey, try placing everything except the camera at 0 location, like mentioned in the video and check "Use Pawn Control Rotation" under the CameraBoom / Springarm, this should fix it
🔥🔥
How can i max the speed out so it doesn't create too much velocity?
There should be a set max speed node you can set
@@jareddilley ok. Also i had a bounce pad before that would launch my character into the air but now it does nothing. Is it something to do with there being a shape instead of a skeletal mesh?
@@owenmurphy9728 it could be, or you might just need to change how the bounce pad works and how you are applying the force on the character, should be the same as how jump is done
@@jareddilley Ok. One more thing is there a way to make the ball easy to control because its like its on ice. maybe something with the friction?
@@owenmurphy9728 yes you can add a friction material to your ball and change the amount of friction you want
i cant jump
hi, I followed to 10:29 and the ball just decides to go up in the air.
Make sure the impulse is not in the Z direction
@@jareddilley thank you sor the help
I have the same problem on 5.0
@@jareddilley I have the same issue, it is not the Z, it's when you push Simulate Physic, without moving, go straights into the air lol
@@SylvainRochette I had the same problem, my Sphere was a child of Mesh (CharacterMesh0) and not Capsule Component. Moving it up a level solved it for me.
i cant jump more than once
The Jump Tracker variable needs to be reset after then jump finishes.
For the love of God, why do you have a 4 minute intro?
Hey TH-cam: You don't need to tell us what you're GOING to talk about. Just talk about it....
It's mislabeled in my opinion, as it's about setting up the object. You should try :)
5:33 can't find the "set max walk speed", any ideas?
Uncheck "context sensitive" in the pop-up menu
Thanks!@@benexler worked
thanks@@benexler
were you able to find the set rotation speed?
@@benexler Thanks! You're solving problems for future people too :) Appreciate you joining our learning journey!!!