Basic Projectile Collision issue

Hello everyone,

I have a question that might sound a bit basic, but I’m having trouble finding a solution due to my limited knowledge of UE5 (I come from Houdini).

My goal is to create a small turret that aims towards the player and fires projectiles that can interact with both the player and the environment.

The turret is constructed using a simple blueprint that aligns the mesh towards the player (following a tutorial), and the projectiles are spawned from a blueprint utilizing a “Projectile Movement” node.

While everything seems to be working fine and the turret is indeed firing projectiles towards the player, the projectiles themselves lack physics simulation.

Upon toggling the “simulate physics” option on the sphere (bullet mesh) component, the projectiles are created but fail to inherit velocity from the “Projectile Movement” component.

To address this issue, I attempted to inject velocity into the projectiles upon creation using the following logic, which unfortunately didn’t yield the desired outcome:

  • Obtaining the player’s position and subtracting it from the position of the currently spawned projectile, theoretically resulting in a vector pointing towards the player. Then, injecting this vector as the new velocity.

I’m fairly certain that I’ve made some mistakes along the way, but as I’m just starting out with UE5, I’m struggling to grasp how this should ideally work.

as new user I can’t upload any file so I’ll provide them with Gyazo links (snapshot software)

when sphere(bullet) physics enabled :

when no physics :

BP graph I tried to inject velocity :


Bp graph for the turret :

Thanks for any help, pretty sure this is absolute basics, still… can’t find it.

If you want to add velocity to a projectile, get it’s rotation in world space (or that of the barrel), then get the forward vector for the rotation. Then multiply this by your desired velocity.

If you want the projectile to specifically aim at the player and not be shot parallel to the barrel, you should normalise the subtraction of the two vectors, so it equals one, then multiply by your desired velocity. As it is now, the velocity would be defined by how far away the player is from the turret.