Character Pawn sliding back when picking up objects - unreal-engine4

I am using Unreal Engine to create a puzzle game. In this game, the player has to pick up a chair/table and place it on a pressure plate in another part of the room in order to unlock a door.
When play testing, picking up objects causes my character to slide back. Once the sliding starts, there is no way to make the character stop sliding. I suspect that this issue may be caused by the object's collision volume entering the character's. However, when I release the object, my character keeps gliding backwards even though by then, the object's collision volume is out of reach.
On my character's blueprint I have locked rotation on all axes, so that it won't randomly start rolling backwards after picking up an object. This solves part of the issue but there is still the gliding that just won't stop.
I am new to UE and I have no idea what may be causing this issue. If you have any previous experience in this or simply want to chime in, please do!

Another alternative fix is to lock the rotation of the collision component in the default pawn that you have or to increase angular damping.
To do so, open the default pawn blueprint and under the physics section, then constraints, lock rotation in the X, Y, and Z axis. Or increase angular damping.

Dont know why this is happening exactly unless we see the actual settings you are using and the BP but when you pick up the object , disable its physics and collision and when you put it back enable it after a delay of 0.5 or 1 second . Hope this helps.

Related

How can I stop movement while airborne?

I have recently begun working on a game for a uni project and will visit this site probably a lot while encountering problems. This time it's a small but annoying problem.
I am doing a 2D sidecroller so I used the template for it to get me started. I already put in the input for attacking and want that the character stops moving when he does the attack animation. On the ground it works wonderfully, but while airborne the character doesn't completely stop in the air, but is slowly decending during the animation. And I want that the character stops completely.
Here is the Jump Handling from the 2d sidescroller template.
Here is the event tick and where the animation update is called (Ignore the attack counter stuff, doesn't influence)
Here is the Animation update code and the "Stop Movement Immediately" node. It has to be said that I am doing what I learned from a tutorial.
As the name implies, the node should stop movement, which is does in the X Axis, but not completely in the Z Axis. I tried it by saving the location of the Player Character when he attacks while in the air but either I couldn't get the code right or it doesn't work like that.
I would be thankful for advice with this (rather petty) detail.
If your problem is strictly while falling, try setting the gravity to 0 while attacking, create an Event in the animation that fires up when it's finished and then capture it to set the gravity back to the original value.

Animation not working on an instantiated prefab (weapon)

So i'm working on this project and i'm using it to finally learn how to animate in 3D (taking a small break from coding hehe)
So here i am faced with a problem and i have no idea what i did wrong. First let me explain how everything works.
So the Animator is attached to the player, and the player obviously has a structure of legs arms...etc
everything inside the player is being animated by this animator.
So i have a weapon (a wooden sword) that has it's pivot attached to it's bottom (in case it helps to know)
i'm animating it from that pivot point, which happens to be the parent to which the sword model is a child to.
When i hit the V key the weapon gets instantiated in the player's hand (which is an empty gameobject) and when i press the F key the player attack and activates a trigger in the animation that starts the attack animation.
But the animation is not working properly. more precisely the key frames of the weapon are not being player(as you can see in the video all the rotation axes give the coordinates of 0 0 0 throughout all the animation.
But, ...and this is where the strange things start!... when i manually go through each second to play the animation and see what's happening, you can see that those coordinates start to change and it shows the animation exactly as it's supposed to be. then when i switch back to idle state so that i can start moving around the player normally. when i hit the F key to attack the correct animation is player and no problem happens... Magic? i don't think so... :p
what do you think? what could be causing this problem.
Who's up to solve my riddle :cool:
Seriously guys what's going on here, i need help.o_O
Thank you all ;)
The Video : HERE
In general: You are using an ALPHA version 2019.3.0a4 ... in short don't.
As any alpha version it is like to have some bugs .. especially since you are not even using the latest instance of the alpha which afaik would be 2019.3.0a12!
2019.3.0b1 is actually even already in BETA state a lot of former bugs should be fixed there - but it is still a beta release meaning it is not ready for production.
So in general don't even use the beta. Rather stick to the latest stable release version which would now be 2019.2.3f1
There is not directly listed one relating to the animator not finding a certain object at first and then not animating it .. but as said alpha version are likely to have bugs. Also since it is an instantiated prefab the original instance will be gone .. then by name it gets re-assigned by the animator so the main issue might be that you instantiate it in the first place instead of just having it already from the beginning.
You should consider only using the parent/pivot object of that sword and not animate the sword itself at all. Simply spawn it as a child of the animated pivot and you should be fine,

How do I force orbital movement around a point in space, while maintaining forward/backwards capability on a player?

Long-winded question out of the way, I'll provide a diagram of what I am going for:
The red square represents the character, the blue rectangle represents the camera, the green dot represents the center of the "stage", and the black circle is the stage itself.
What I desire is to essentially lock the player's movement around the "center" of the stage, so that anytime you move left or right you are more or less rotating around said center. However, I also want the player to be able to move forwards and backwards to/from the center as well. Keep in mind I want the camera to always stay directly behind the player. I have tried many different methods, and the latest is the following:
I took a default actor, attached a spring arm, attached a child actor to that (gets possessed to become the playable character), attached another spring arm, and finally the camera to that. I then added the blueprint code to the first spring arm so that it was the one being controlled by the left/right controls. However, upon hitting play, the only thing that moves is the camera, and it can only move forwards and backwards.
I'm admittedly pretty new to Unreal Blueprints, so any help would be appreciated.
Alright, I figured it out.
Here's the setup needed if anyone else wants something similar.
For the player themselves, you'll need something like this:
The important thing is to center the root mesh where you want to rotate around. The spring arm's target arm length will be affected for the player mesh movement, giving the illusion you are physically moving the character. The second spring arm isn't necessary unless you wish to have more control over the camera to player distance.
For the rotation Blueprint, you'll need this:
The target is whatever you named the root mesh. (Mine was called Center) Drag and drop it from the hierarchy.
For the forward/backward movement, you'll need this:
The target is what you named the spring arm. (I left mine as the default "SpringArm") Again, just drag and drop it from the hierarchy.
Adjustments in Project Settings:
Yes, my inputs are backwards from what you'd think. I felt it was quicker just to reverse the inputs instead of adjusting whatever was causing the movement to be backwards in the first place. (It's probably just the sphere orientation.) Also, you'll notice I have the w and s inputs set to 5 or -5 instead of 1 or -1. This is due to the fact the movement was slow otherwise. I'm sure there's a fix that doesn't involve changing the input axis scale, but honestly I won't really have a reason to alter the values at any point in my project. If it ever comes up where I do need to, I'm sure there's a bypass to change the values from within blueprints anyways.
End result:
End Result Video
If I remember correctly, child actor components are a bit different from other components in that they are transformation independent, that is they do not update their transformation when their parent component moves around.
I find it a bit strange that you would separate your player actor and the camera component. Normally, the player "pawn" contains the mesh and camera components for one player.
I would suggest you do the following:
Create a player actor (e.g. a "pawn" or "character" class)
Create the following component hierarchy:
Root Scene -> Spring arm -> Skeletal or static mesh -> spring arm -> camera
Your root scene is the green center in your drawing. You can then basically use the blueprint you already have to rotate and move your player.

In Unity, how to prevent animations from messing with the movement?

The problem:
I have a character model with a Nav Mesh Agent component. It moves perfectly well to any destination I tell it to move (using the NavMeshAgent.destination property).
But this suddenly fails as soon as I use an animation controller I downloaded from the store. The character won't run to it's destination; instead, it will endlessly run around it in circles.
I'm not sure why this happens, but I suppose the running animation somehow cripples the character's ability to turn. The Inspector, in the import setting of the relevant .fbx file shows: Average Angular Y Speed: 0.0 deg/s.
What I really, really fail to understand is why this keeps happening even though I have explicitely set NavMeshAgent.updatePosition and NavMeshAgent.updateRotation properties to true. The way I understand the documentation, this should make the character move as the Nav Mesh Agent wants it to move, and not as anything else (animations included) wants it to move?
How should I fix this problem? How should I force the animation not to meddle in the movement?
Do all your animation in place and use code to do the movement and you can uncheck root motion and use state machine values to get a better movement or use root motion and let mecanim`s retarget engine do the blending so go see for yourself what gets you better result , so I guess your problem is that your animation are not in place.
First: one of the biggest plus of Unity is its mecanim. Disabling root motion is negating a big advantage.
Second: the reason your character is running around probably is because the animator and the navmesh agent are issuing conflicting orders. Use updatePosition to false and updateRotation to true. Hence, the animator controls how fast you move and the navmesh agent controls the angular speed. Other posible cause is that your destination is unreachable. Check the Y component of the vectors and insure they are coplanar.

Unity3D: Recalculating collisions after Physics2D.IgnoreLayerCollision()?

I have my "player" gameObject standing atop a platform. He press a combination of keys, I verify that he's standing on the right kind of platform, and I run this code:
Physics2D.IgnoreLayerCollision(playerLayer, plataformLayer);
The intention being that he'd drop down from the platform. Instead, nothing happen immediately. The player is still atop the platform and can move around - only if he gets out of it and tries to get back to it, only at that point will he fall down from it.
So I made a temporary ugly workaround:
Physics2D.IgnoreLayerCollision(playerLayer, plataformLayer);
rigidbody2D.AddForce(transform.up * jump / 1.5f);
This will force the player to jump, making Unity "recalculate" the collisions and the player will, as I want to, pass through the platform. The even weirder part is: if the jump isn't high enough (100 force at 1 mass with 0.5 gravity scale seems to be the minimum), the player will still land on the platform, even though Unity is supposed to be ignoring those collisions.
I also tried pushing the player downwards, both with force and direct velocity, but no luck - he still collides with the platform, he only stops colliding with it after being away from it once.
Also, my player Rigidbody2D Detection Mode is set to Continuous, and I tried setting the platform up in many different ways, with and without a Rigidbody2D.
Any ideas on how to make the player instantly fall down from the platform as soon as collisions start being ignored? Thanks in advance.
I had been having the exact same issue. I have an alternative solution that you may find to your liking.
Rather than disabling or moving the terrain to be ignored, temporarily set the rigidbody2D of your player gameObject to kinematic. This will not cause you to 'drop' through the platform as you would like - but it will allow you to create the illusion that you are, by briefly using transform.Translate (or Vector3.Lerp, if you like) to move your character down via code.
This will disable Rigidbody2D.AddForce, but will still allow for set movement via rigibdody2D.velocity, if that is preferable to manipulating the transform directly.
Ensure the downward velocity lasts only as long as you are Kinematic, and try to let it match the gravity of your game, and it looks pretty seamless.
If you turn the rigidbody back on too quickly, it can (even with ignoreLayers :/ ) still jump back up to the platform - but if you leave it on too long, you can drop through more than one intended one-way platform, or even :O through the bottom of the stage!
This is easily avoided if you can be careful - personally I used both MonoBehaviour.Invoke to set a very short time limit on how long the player would remain Kinematic (about 0.5 seconds), AND I disabled Kinematic as soon as they moved 0.5 units from the point where the 'hopDown' was initiated.
If your gravity / platforms / character scale are vastly different than my own, you may have to experiment with some different numbers.
This has been my first attempt at an answer on stackoverflow, so I hope it has been helpful!
One easy way to do this is after calling
Physics2D.IgnoreLayerCollision(playerLayer, plataformLayer);
You reset the player's layer:
player.gameObject.layer = playerLayer;
It's sounds like you have covered a ton of possible solutions to this problem before coming here so, good job there. I listed a few alternative ideas below. I hope they help. Good luck!
Remove the collision object from the platform itself.
Offset the collision object to be in some remote location so it will not interact with the player. Offsetting the object may cause the collision to have a similar reaction to the jump you mentioned.