I hadn’t just though about the pitch I was using.
Made those two changes, but the results stills seem incorrect. The current lead seems to suggest that Initial speed dictates how far the projectiles go, and not the velocity set after spawning.
After adding the below line of code, setting velocity to 0, the projectile now simply falls to the ground, which suggest the results of the calculation was never being applied at all!
Going to have to do some investigating…
AShell* Proj = World->SpawnActor<AShell>(ProjectileBP, startPos, FRotator(40, newrot.Yaw, 0), SpawnParams);
Proj->ProjectileComponent->SetVelocityInLocalSpace(FVector(0,0,0));
Edit:
So I’m getting this from printing part of the output velocity vector