Calculate ignored/resisted force

I’m trying to work out a way to do this, but I’m jammed and gonna try just asking. I’m making a “game” (we’ll see how far down that road i get) and i’m trying to figure out a way to calculate how much of an applied force is being resisted by collisions. The end goal is to reflect that force back to the player character - allowing them to push off of the stuck object and launch themselves somewhere.

If you’ve ever read Mistborn, it’s the principle behind coinshots/steelpushing. Is there a way i could figure this out in Blueprints?

If you use a projectile component you can use its delegate “OnProjectileBounce” which returns impact velocity. You can get its speed by measuring the velocity vector length.

But if you are doing something custom by “applying force” you might just be able to calculate it from the data you already have.