as demonstrated in the video. it feels awful and ruins pretty much any 3D platforming. sometimes you'll even get bumped off the corner of a ledge you're trying to land on because of it.
things i've already tried:
-messing with lateral friction (can't find a good way to keep the intended feeling of the game while also modifying this)
-directly trying to override the deflection velocity during On Component Hit, using dot products and last stored velocity before hit etc
-mover (they put this shit in that too
)
it really feels like something that should be toggleable. i want basic sliding along sloped surfaces but i don't want my character yeeted off to the side. this gets even worse if you're near max falling speed and land on an unwalkable angle; you might make it to mars when that happens.
EDIT: oh yeah, another case you maybe hadn't thought about. if your jump hold time is anything above 0, and you hold jump under a slope like i did at the beginning of the video, you'll launch yourself really far, it's kinda hilarious. one of the reasons i implemented my own way of handling variable height jump
