I'm trying to modify the UE4 ball rolling default scene to behave more like Marble Blast. I've watched some of their tutorials and figured out how to add the third person camera controls easily enough. Now I'm having trouble figuring out how to have the movement controls work in respect to the camera rather than world coordinates.
Here's my rolling blueprint for moving forwards and backwards - right now it has the default roller ball setup, the controller applies torque to the Y axis. I think I have the right setup below to figure out the forward vector based on the spring arm rotation (what the camera is hooked up to) but I don't know where to go from there.
My end goal is to make a little game that's like a mashup of Marble Blast + Journey.
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but what i gues you need to do is either convert the camera orientation into world coord vector or get a pointer from the camera to know where in the environment it is facing and then move there.
So I tried switching the W/S and D/A bindings and then inverted the -1 and 1 values in the first 2 rows. It works . Don't think this is the best solution, but for now it works until a way can be found to do it more 'properly'. :polytwitch:
I tried resetting the controls back to default and switching the X and Y between the make and break but it made the controls inverted. So instead of the game thinking the camera is 90 degrees to the left it thinks it is at 180 degrees.