I have tremors and muscle spasms so I prefer to use the mouse as little as possible. The former requires clicking and dragging and the latter requires finding and clicking on the appropriate coordinate fields and then entering the numbers. If you move in the opposite direction currently, you have to first apply opposite force to dissipate your momentum to begin traveling in the opposite direction. Dragon Ball Unreal is the most realistic looking fan made Dragon Ball Z game I’ve ever played This is a new Dragon Ball Unreal demo now released to the crea. As far as I can tell, my only options are the mouse and the coordinates.
Like, even after I get both of those things done, I want to also be able to change direction without having to decelerate before accelerating again. I don’t think he uses physics forces and the more I’m working with them to clone that control scheme, the less I like how complicated it is. You’ll notice that in Waves the ball won’t immediately come to a stop, but neither does it’s momentum affect how quickly it comes to a stop. What I’m trying to figure out now is how I can cap the speed so that it doesn’t just keep accelerating forever.Īfter that, I want to put together a better way to slow down to a stop. Just as a note, for whatever reason the Axis is reversed on the controller… which is why I have the Stick X going into Y, etc. My setup works with both WASD and and Xbox 360 controller. Here’s a screenshot of my blueprint so far: