All is working good as expected but this is affecting the actors through walls, if we want the impulse to only be triggered to the actors that are visible from the origin we just need to manually make that impulse without the Radial Force Component to the affected actors, filtered by the Damage Prevention Channel of the Apply Radial Damage node
At this point spawning a Radial Force Component will affect all the Pawns through walls. I must make the Radial Force Impulse manually affecting the pawns individually that are Affected only
I’m surely missing something here, why is the Radial Froce Component working on my pawn on the world but the Add Radial Force Nodes and Damage Type don’t ?
While the Radial Force Component stills affecting the pawn, what I’m missing here?
Edit: Okay… I got it, it will search the movement component of the primitive component so there’s no need to reference it directly, the problem must be elsewhere then… But where?
You need to call some function on CharacterMovement. It will not work calling it on UpdatedPrimitive, because it is controlled by CharacterMovement. Also you cant simply call AddRadialForce(Origin, Radius, ForceStrength, Falloff) on CharacterMovement - it is not UFUNCTION. But you can use AddForce method of CharacterMovement. To do it you need only to calculate force by your side with this
Yeas, that was what I was looking for !! But is not working
Even though it wont let me call AddRadialForce(Origin, Radius, ForceStrength, Falloff) on CharacterMovement directly, converting it automatically to Updated Primitive
Thank you kindly Kehel18 for the effort and the formula (that I will surely use when I can get this to work!), but neither the nodes AddForce or AddRadialForce are affecting my Pawn like the Radial Force Component is
The Event is firing as expected but the AddForce does absolutely nothing on the Pawn and I have run out of ideas why
Hi! Just have checked that on 4.23, all is working. This approach was mentioned in prev picture, but this that I have today for testing. Also it can be because of Engine version…
Yes it could be the version, I’m gonna port a whole duplicate current project to the new 4.26 and see if it’s that, I will report back tomorrow if it’s working!