Cannot get Impulse to work in Behavior Tree (using Horror Engine, UE5)

Hello. I think I’m done trying to bull my way through figuring this one out.

I’m using the latest release of Horror Engine for a small project. I’m trying to run a behavior tree for a poltergeist AI. One of the functions is that as the player moves around the map, occasionally things nearby will rattle and move.

The blueprint is set up as seen here. It is a function within the Behavior Tree for the AI.

The blueprint does fire off all the way to the end. I have verified that by have a “hide object in game” node, which does successfully hide the object chosen to be moved. The only thing that does not work is that the object doesn’t move. It is a normal physics object with all of the settings enabled correctly (I can pick up and throw the object without a problem).

In short, everything about this blueprint appears to work except for the impulse. FYI, you see two impulse nodes here because I was testing each one, for each on by themselves, then both of them together (just for the heck of it). Any and all combinations of those two nodes, or the “add force at location” node, doesn’t appear to apply any force to the object. I have gone as high as 5 million for the force.

Any and all help and insight would be appreciated. Thanks!

HI @StudioBlue

I would assume that the objects you work with have physics simulation enabled.

Try to put there, instead of the object, some pawn. They have all physics simulated and if it works on the pawn, then you need to check what is not enabled on the object you are trying to move.

BR

Hello there! Yes, I do indeed have physics simulation enabled.

However, just to be certain, I tested with a Pawn class as well and nothing happened.

I’m not 100% sure where to go from here.

EDIT: I can pick up and throw the object just fine. I’m only unable to get the game to push it with an impulse.

Hi @StudioBlue

Sorry for the late response, this is my impulse I’m doing for the characters fights.

Forget about he custom function in the middle, all I do is getting Actors Movement component and adding impulse to it.

Try this out and let me know if it helps

BR