I finally got around to testing the Newton PlayerController in my game engine. After adapting the code from the BasicPlayerController demo, things more or less work; my player can move forwards/backwards and left/right based on the camera's yaw, falls due to gravity, and is stopped by floors, walls, ceilings, and other objects. However, the PlayerController seems to have a number of issues:
-When moving, the Player increases or decreases speed gradually over a few seconds, making it very sluggish to control (I would expect a kinematic controller to start and stop moving rather quickly).
-When strafing into a wall, the Player slides up the wall, rather than simply stopping.
-When colliding with high-poly static meshes, the Player will sometimes crash the application entirely.
My question is: are all of these things expected behavior, or did I do something wrong when adapting the BasicPlayerController? I attempted to build the sandbox demos so that I could see how the BasicPlayerController demo functions, but after my build failed to run I realized I'll need to go back and manually build the sandbox dependencies first. I suspect this is all a result of me doing something wrong when integrating the PlayerController, but I'd like to get some input on how the PlayerController should be working before diving deeper.
Thank you, and my apologies for asking a somewhat vague question.