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need help launching actor at target

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    need help launching actor at target

    Hey, I'm trying to make my character jump to reach a target in air, the target should be at max height (parabola vertex point). I somehow need to calculate an impulse but I struggle with the math/physics behind it ..hmm and there is also the posibility that the the target is below or equalt to the starting point height, in this case it should be the end of the arc. I'm thankful for any help! Click image for larger version

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    #2
    Hi MadWlad,

    You'll want to use some projectile physics formulas to make these calculations. Here is a great site that will introduce you to the equations that you'll need: https://www.omnicalculator.com/physi...jectile-motion

    Once you understand the equations, its pretty easy to transfer them into UE4 blueprint or C++

    Hope this helps!

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      #3
      You could use SuggestProjectileVelocity, then PredictProjectilePath, and update your actor by traversing the output of PreditProjectilePath. This is arguably one of the easiest approaches, however, it may not satisfy your needs of parabolic travel. In most cases you should be able to get the parabola, but I don't believe that's guaranteed (could be wrong there).

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        #4
        Originally posted by One Mode Only View Post
        You could use SuggestProjectileVelocity, then PredictProjectilePath, and update your actor by traversing the output of PreditProjectilePath. This is arguably one of the easiest approaches, however, it may not satisfy your needs of parabolic travel. In most cases you should be able to get the parabola, but I don't believe that's guaranteed (could be wrong there).
        Agreed that it would be easiest, however I don't think projectile movement is compatible with simulate physics if that is important.

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          #5
          Thanks, I think I will relearn the physics behind it. Had this in school, but it's so long ago. and yes I need to simulate physics. I'm working on a golf game with a pawn as ball, and it needs to be consitent and predictable.

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            #6
            Awesome, glad you're on the right path! My apologies for the irrelevant comment, I figured it was at least worth mentioning.

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              #7
              In case sombody is looking for something similar, use this BP logic, build the jumppad into the character bp, activate with contiion (branch)/or key .. it says not beginner friendly but it an awesome forum entry with an alternative solution further down.

              https://forums.unrealengine.com/comm...r-friendly-atm

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