CCD non functional

The bullet is WorldDynamic. The ragdoll is the actual ragdoll character mesh. With Simulate Physics enabled, the ProjectileMovement component doesn’t seem to act on it, and the ball just kinda sits there. I can apply my own velocity to it, but it still has similar issues.

I ended up resolving this by just doing the continuous detection myself in blueprint for the object.

This records the current position and previous position every tick, then performs two line traces. One from the previous position to the new one, recording which object was hit, and then if an object was hit, fires a multi line trace in the opposite direction, breaking out hit objects until it finds the actor we hit on the first line trace. I can then pull the two impact locations to get me an entrance and exit position, and the vector between them represents the projectile wound channel:

I did some testing as well with using a multi line trace in the first direction, and this would allow me to actually record all actors that were hit as well as their entrance/exit locations, but for my current project this is not necessary.

This works. The only down side to doing it this way is that the object is already at its new position, so if I wanted to maybe slow the bullet based on the softness of the body or the length of the wound channel, I would need to move the projectile actor back to the exit wound location and recompute the shot. This is kinda annoying. It would be nice if I could, at the time of hit, modify the velocity and trajectory.