Hello,
I have uploaded a video which shows up my actual problem:
Here is the relevant portion of the C++ code to pass the ball:
FVector impulse = ComputePassImpulse();
MeshComponent->SetPhysicsLinearVelocity( FVector::ZeroVector );
MeshComponent->SetPhysicsAngularVelocity( FVector::ZeroVector );
MeshComponent->AddImpulse( impulse, NAME_None, true );
As you can see, when the character is standing idle when I pass the ball, the impulse to give the ball is correctly computed. But when I move the character, the momentum of the character is added to the impulse I give to the ball, despite my calls to SetPhysicsLinearVelocity and SetPhysicsAngularVelocity with FVector::ZeroVector.
Is it possible to counter balance this initial momentum and call AddImpulse on a “not-moving” ball?
Thanks in advance