# Allow projectile rotation (with friction)

**URL:** <https://forums.unrealengine.com/t/allow-projectile-rotation-with-friction/364617>\
**Category:** World Creation\
**Tags:** friction, rotation, unreal-engine, Physics, question\
**Created:** [July 20, 2016, 8:33pm UTC](https://forums.unrealengine.com/t/allow-projectile-rotation-with-friction/364617 "2016-07-20T20:33:55Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_c695dbc2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c695dbc2](https://forums.unrealengine.com/u/anonymous_user_c695dbc2)\
**Post date:** [July 20, 2016, 8:33pm UTC](https://forums.unrealengine.com/t/allow-projectile-rotation-with-friction/364617/1 "2016-07-20T20:33:55Z")

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Hi all,

I believe this question is probably extremely simple… But I still cannot find the answer. I’m not an extremely experienced UE4 programmer, so please be patient… 🙂

Using the first person shooter template, I created a custom projectile with a different mesh on it (as you see, extremely simple!). But the problem is that with the new mesh I clearly see now that when shooting the “balls” they do not rotate while bouncing (even if I add angular dragging).

How would you allow this projectiles to (realistically) rotate when bouncing/colliding? I assumed this should be included within the physics simulation… So I guess the fact of using the “FirstPersonProjectile” blueprint is the problem…

Any idea?

Thanks!!

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**Author:** ![CUDA\_WILDS](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cuda_wilds/32/895371_2.png) [@CUDA\_WILDS](https://forums.unrealengine.com/u/CUDA_WILDS)\
**Post date:** [December 21, 2016, 9:53pm UTC](https://forums.unrealengine.com/t/allow-projectile-rotation-with-friction/364617/2 "2016-12-21T21:53:38Z")

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I have this question as well. Does anybody know the answer?

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**Author:** ![CUDA\_WILDS](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cuda_wilds/32/895371_2.png) [@CUDA\_WILDS](https://forums.unrealengine.com/u/CUDA_WILDS)\
**Post date:** [December 21, 2016, 10:44pm UTC](https://forums.unrealengine.com/t/allow-projectile-rotation-with-friction/364617/3 "2016-12-21T22:44:28Z")

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I think if you follow the steps in this answer, you will have the answer you’re looking for. I know this is super old, but I was looking for the answer myself.

> **[How do I make my projectiles movable after they've stopped?](https://forums.unrealengine.com/questions/41352/making-objects-move-after-theyve-stopped.html)**
>
> Hi, I've just been playing around with the FPS blueprint and prevented projectiles to disappear after hitting an object. My question is: how do I make the orange balls movable after they've stopped bouncing around? They're completely static and I...

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**Author:** ![Nino\_Mancuso](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nino\_Mancuso](https://forums.unrealengine.com/u/Nino_Mancuso)\
**Post date:** [April 10, 2024, 9:29pm UTC](https://forums.unrealengine.com/t/allow-projectile-rotation-with-friction/364617/4 "2024-04-10T21:29:48Z")

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Sort of worked, when I use this the new mesh does have simulating physics in the world, bounces etc, but it loses all velocity now when the gun fires. It just falls straight down.
