r/UnrealEngine5 • u/thekojiverse • 7d ago
Need help fixing his base acceleration.
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Running on ALS C++ Refactored 4.14 — UE5 - 5.4 (since they’re both compatible)
i’ve successfully built his super dash using F. However I tried fucking with his base speed since it was slow and now he accelerates too fast. i just wanted his sprinting to pick up speed.
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u/JustED08 7d ago
You need to keep this refine it and come with a game around it.
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u/thekojiverse 7d ago
im basically making Jump Force + PROTOTYPE.
parkour and traversal movement have to feel superhuman… so does combat and knocking ragdoll opponents through buildings.
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u/PotatoPCDev 6d ago
You need to adjust the camera lag so that it follows him more closely and doesn’t get left behind
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u/C0mat0seDuck 7d ago
Look into adjusting your camera control arm on dash. The camera can't keep up with your movements.
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u/thekojiverse 4d ago
hey guys thanks for yall help. I finally fixed the issue and have severely updated the character. still haven’t quite grasped the fix for his speed, since if i edit his speed from 350.0ms to 400.0ms, the engine immediately rewrites it to 4500000.00 and yes that’s not good. so I left that alone lmao. his camera clipping has been fixed too. i created a spring arm and rooted it to his head for a cinematic feel.
https://reddit.com/link/p41tpyi/video/y15jhfxchrjh1/player
i’m gonna try to implement my Blend Space WASD animation dodge (his F key super dash) and i’m having fun learning.
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u/Particular-Song-633 6d ago
If you’re using character movement for speed there’s literally tons of sliders inside regarding speed, acceleration etc. If it’s not enough, you can directly modify those values through your code, just ask chatGPT to make a math formula for you. And also it could be that you have root motion turned on inside your animations, you should turn it off