[question] Made a simple grappling hook in blueprint, but I was hoping to smooth out the physics
To summarize as quickly as I can: The player has a rope with a hook that is attached to a floating boulder. The player has a character movement component, and when he falls past the max length of the rope I give him an impulse in the direction of the hook. This all works alright, but I'm not a fan of the "bounciness" that occurs with being shot towards his hook.
So here's a few ways I've tried to fix this:
1. By adding an "equal and opposite" impulse once the character is no longer past max cable range. This works to an extent, but I can't seem to completely negate the bouncing, and it also throws off my animtrails by changing his velocity so quickly.
2. Adding a physics constraint As far as I could discern, physics constraints are very...constraining. They might not mesh well with my character movement, and they don't allow you to organically get closer to the object you're constrained to as you would if you were swinging by a rope.
3. Adding a force over time I haven't experimented too much with this, but I imagine it to have the same bounciness problems, as well as messing with my animtrails.
My game is pretty physics based, so I am thinking it might be best to maintain my character movement while the grappling hook is active. Anyways if anyone has any ideas that would be much appreciated, I can't really think of a any solution.
Posted Feb 17, 2017, 3:51 AM UTC