What's under the hood of Character Movement?

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  • Quake-III-Arena

    Quake III Arena GPL Source Release

  • Am I essentially fighting with the built-in physics of the character when I try to do my own movement? Can I override some of the functionality or use some of the functionality of the Character via blueprints? For example: in bg_pmove from Quake III's [source code](https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c), the basis for movement comes down to an acceleration function that I have "implemented" in blueprints, but it has some weird behavior. I'm not sure if this behavior is just a result of me being new to blueprints, or if it's the result of my calculations conflicting with unreal's own acceleration method if such a thing is automatically being used. I would also want to implement my own friction as well, but I know there is friction that's already provided. Basically, how much is the Character actually doing?

  • UnrealEngine

  • InfluxDB

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  • Defragr

    Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4

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