Hi,
I'm trying to make a new control system using a trackball kind of device made from an optical mouse. I want to create a direct mapping between forward movement and turning and the movement of the trackball. Looking through the code it looks like there's a lot of processing of mouse movements going on which I'd like to dispense with. I'm currently over-riding PlayerInput and setting aForward = aBaseY. It looks like aForward gets turned into a vector NewAccel in PlayerController.PlayerMove, which then gets passed to Playercontroller.ProcessMove, which sets Pawn.Acceleration.
Here I get lost. Can anyone tell me how Pawn.Location gets updated? And where is Pawn.Groundspeed applied?
Cheers,
John
I'm trying to make a new control system using a trackball kind of device made from an optical mouse. I want to create a direct mapping between forward movement and turning and the movement of the trackball. Looking through the code it looks like there's a lot of processing of mouse movements going on which I'd like to dispense with. I'm currently over-riding PlayerInput and setting aForward = aBaseY. It looks like aForward gets turned into a vector NewAccel in PlayerController.PlayerMove, which then gets passed to Playercontroller.ProcessMove, which sets Pawn.Acceleration.
Here I get lost. Can anyone tell me how Pawn.Location gets updated? And where is Pawn.Groundspeed applied?
Cheers,
John