DAY 30
Starting the post with some GREAT news. Wall Running is now fixed and working nicely. Oh, I sense that you may wonder what caused the issue. Welp, buckle your seatbelts, because this gets very stupid, very fast.
It was a humongous doozy to figure this one out, my esteemed devs, because everything worked according to the debug (or at least of what I could tell, anyway). And in the game everything worked [i]except[/i] moving forward while on the wall. As I did before, I had to brute-force my way by trial and error into fixing this. From the very beginning, nonetheless.
So, by re-tracing the entire process, I've reached the section of the blueprint that handles movement. In that particular section I've handled the forward movement of the character while on the wall via a Launch Character node. This particular node just so happens to handle Velocity. At this point I needed one vector: the wall run "normal" (so to speak). This wall run "normal" variable needed to have a Cross Product multiplication with the value of a vector defined as the one that moves you up (the Z axis). And that result needed to be multiplied with the sum of 2 other float variables (the wall run speed and the wall run direction), themselves multiplied.
So: (WallRunNormal * value on the Z axis) * (WallRunSpeed * WallRunDirection). OK, so drum roll, please.....
The value of the Z axis was 0. It needed to be 1. (dun..dun..DUUUUUUUUUUN)
OF COURSE the player character wasn't moving forward. How could it if the multiplied value was 0???? (throws keyboard at monitor in unbridled anger and frustration)
So after what felt like days, the bug was found and fixed. And here is how wallrunning looks:
https://drive.google.com/file/d/1qNvoi0UCmOJZbicYhzglptBN3fXfRDXh/view?usp=shari...
If it does not come off from the clip, the wall run is similar in feel to that of Titanfall with the gravity of Jedi Fallen Order (short bursts/small-ish arc trajectory of wall running). Right now it feels a little too floaty, I'll toy around with the gravity scale to see how it feels.
I think I might add some post process to the wall run, but I feel it's kind of redundant because you already have a camera tilt to it, so it's not like you don't know that you're wall running. It might look cool, but it doesn't add anything to the gameplay.
One thing that might be very annoying is that you have to be parallel to the wall in order to perform the wall-run. It's not ideal, it's not bad either but it takes a little while to get the hang of it. Easy to learn and hard to master? Probably. This really would depend upon placement and timing in the level. If the player has time (ie. not pressured by other hazards or events) to set himself up for wall running, that would be OK.
In other words, I can rest assured this is fixed. But tomorrow I said I'll take a look at that Rope Swing thing. So that's a different kettle of fish on my plate, whoop-de-doo. I'll see y'all in the next devlog, bye. And take care.