Here’s what I used for the case of a ball mesh bouncing being moved by “Add Force” against a wall in zero gravity (ie: gravity turned off on the mesh):
On Component Hit event on the ball itself:
Where impulse or force would work. The Float multiplier from the impact normal would need to be adjusted depending on your use case - ideally it could be some ratio or factor of the current balls veloctiy.
Note this is only required for zero gravity casesI think