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Thanks for the info, buh in my opinion, I think u did a better job than I did cause my wall running system is based off of inputs which makes it extremely stiff, it makes use of a blendspace and though it takes the acceleration and entry angle into consideration, it's still kinda difficult to freely move on the wall, I've played your game and so far so good, I prefer ur wallrun system to mine, so I don't mind the errors, maybe I could make a few modifications to it and see how that turns out, so pls, I humbly ask that u assist me with your wallrun blueprint 🤲🏼🤞🏼

Hello, 

Thank you for your interest in playing the game.

Please send me your e-mail (or your preferred way of receiving files).

The wall-run system is written with C++ as an actor component class contained in:

CPPComp_Player.h

CPPComp_Player.cpp

Search for the function: PC_UpdateWallRunOmniMotion() to see how the algorithm works per tick.

There are a lot of parameters that feed in the system via PC_SetWallRunOmniMotionInfo(), you'll need to calibrate your own set of magic numbers through trial and error - at least that is how I work with the system during development. 

I hope this can aid you in your project. 

thanks, my email is valentineezeani0@gmail.com

If I'm able to correct the errors u mentioned, I'll update you