Conveyor Help

Hello UE Community!

I’ve just started learning BP yesterday and I’m running into a small issue. I’m hoping someone here can point me in the right direction.

I was following one of the BP quick startup videos: “How to Make a Simple Conveyor Volume”](https://www.youtube.com/watch?v=aqRUe7pm4Ok&feature=youtu.be) and I’ve got it working as shown in the video. My issue is that when the actor leaves the volume, it loses all momentum and stops dead in it’s track. I would like to have it stop gaining speed when it leaves the volume, instead of losing all of its momentum instantly (Sorta identical to the Trigger_Push in the source engine). I’ve attempted a few different things(AddForce, AddImpulse) but I couldn’t seem to get those working either.

Here is the tutorial code:


Begin Object Class=K2Node_Event Name="K2Node_Event_144"
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   Begin Object Class=EdGraphPin Name="EdGraphPin_4362"
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   Begin Object Class=EdGraphPin Name="EdGraphPin_4361"
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      PinName="DeltaSeconds"
      PinToolTip="Delta Seconds
Float"
      Direction=EGPD_Output
      PinType=(PinCategory="float")
      DefaultValue="0.0"
      AutogeneratedDefaultValue="0.0"
      LinkedTo(0)=EdGraphPin'K2Node_CommutativeAssociativeBinaryOperator_50.EdGraphPin_15448'
   End Object
   Begin Object Name="EdGraphPin_4362"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_MacroInstance_27.EdGraphPin_4479'
   End Object
   Begin Object Name="EdGraphPin_4361"
      PinName="OutputDelegate"
      Direction=EGPD_Output
      PinType=(PinCategory="delegate",PinSubCategoryMemberReference=(MemberParentClass=Class'/Script/Engine.Actor',MemberName="ReceiveTick"))
   End Object
   EventSignatureName="ReceiveTick"
   EventSignatureClass=Class'/Script/Engine.Actor'
   bOverrideFunction=True
   Pins(0)=EdGraphPin'EdGraphPin_4361'
   Pins(1)=EdGraphPin'EdGraphPin_4362'
   Pins(2)=EdGraphPin'EdGraphPin_4363'
   NodePosX=-80
   NodePosY=128
   NodeGuid=43B6B46149A0923A332DF1B345A99485
End Object
Begin Object Class=K2Node_CallFunctionOnMember Name="K2Node_CallFunctionOnMember_18"
   Begin Object Class=EdGraphPin Name="EdGraphPin_4374"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_4373"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_4372"
   End Object
   Begin Object Name="EdGraphPin_4374"
      PinName="ClassFilter"
      PinToolTip="Class Filter
Object Class

[optional] If set, only returns actors of this class or subclasses"
      PinType=(PinCategory="class",PinSubCategoryObject=Class'/Script/CoreUObject.Object')
   End Object
   Begin Object Name="EdGraphPin_4373"
      PinName="OverlappingActors"
      PinToolTip="Overlapping Actors
Array of Actor References

[out] Returned list of overlapping actors"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor',bIsArray=True)
      LinkedTo(0)=EdGraphPin'K2Node_MacroInstance_27.EdGraphPin_4480'
   End Object
   Begin Object Name="EdGraphPin_4372"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Trigger Push Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=BlueprintGeneratedClass'/Game/Blueprints/TriggerPush.TriggerPush_C')
   End Object
   MemberVariableToCallOn=(MemberParentClass=BlueprintGeneratedClass'/Game/Blueprints/TriggerPush.TriggerPush_C',MemberName="Box")
   bIsPureFunc=True
   bIsConstFunc=True
   FunctionReference=(MemberParentClass=Class'/Script/Engine.PrimitiveComponent',MemberName="GetOverlappingActors")
   Pins(0)=EdGraphPin'EdGraphPin_4372'
   Pins(1)=EdGraphPin'EdGraphPin_4373'
   Pins(2)=EdGraphPin'EdGraphPin_4374'
   NodePosX=-80
   NodePosY=272
   NodeGuid=79D09A474886FDC3E1095AAD2436E3D7
End Object
Begin Object Class=K2Node_MacroInstance Name="K2Node_MacroInstance_27"
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   Begin Object Class=EdGraphPin Name="EdGraphPin_4480"
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   Begin Object Name="EdGraphPin_4484"
      PinName="Completed"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
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      PinName="Array Index"
      Direction=EGPD_Output
      PinType=(PinCategory="int")
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   Begin Object Name="EdGraphPin_4482"
      PinName="Array Element"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor')
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2442.EdGraphPin_4434'
   End Object
   Begin Object Name="EdGraphPin_4481"
      PinName="LoopBody"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2442.EdGraphPin_4432'
   End Object
   Begin Object Name="EdGraphPin_4480"
      PinName="Array"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor',bIsArray=True)
      LinkedTo(0)=EdGraphPin'K2Node_CallFunctionOnMember_18.EdGraphPin_4373'
   End Object
   Begin Object Name="EdGraphPin_4479"
      PinName="Exec"
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_Event_144.EdGraphPin_4362'
   End Object
   MacroGraphReference=(MacroGraph=EdGraph'/Engine/EditorBlueprintResources/StandardMacros.StandardMacros:ForEachLoop',GraphBlueprint=Blueprint'/Engine/EditorBlueprintResources/StandardMacros.StandardMacros',GraphGuid=99DBFD5540A796041F72A5A9DA655026)
   ResolvedWildcardType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor',bIsArray=True)
   Pins(0)=EdGraphPin'EdGraphPin_4479'
   Pins(1)=EdGraphPin'EdGraphPin_4480'
   Pins(2)=EdGraphPin'EdGraphPin_4481'
   Pins(3)=EdGraphPin'EdGraphPin_4482'
   Pins(4)=EdGraphPin'EdGraphPin_4483'
   Pins(5)=EdGraphPin'EdGraphPin_4484'
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   NodePosY=240
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End Object
Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_101"
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   Begin Object Class=EdGraphPin Name="EdGraphPin_4399"
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   Begin Object Name="EdGraphPin_4400"
      PinName="self"
      PinFriendlyName="Target"
      PinType=(PinCategory="object",PinSubCategoryObject=BlueprintGeneratedClass'/Game/Blueprints/TriggerPush.TriggerPush_C')
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_4399"
      PinName="Speed"
      Direction=EGPD_Output
      PinType=(PinCategory="float")
      DefaultValue="0.0"
      AutogeneratedDefaultValue="0.0"
      LinkedTo(0)=EdGraphPin'K2Node_CommutativeAssociativeBinaryOperator_50.EdGraphPin_15449'
   End Object
   VariableReference=(MemberName="Speed",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_4399'
   Pins(1)=EdGraphPin'EdGraphPin_4400'
   NodePosX=32
   NodePosY=560
   NodeGuid=36A6B5C240E72A72270C6992A693F11D
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Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_2169"
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   Begin Object Name="EdGraphPin_4406"
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      PinToolTip="Return Value
Rotator "
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      DefaultValue="0, 0, 0"
      AutogeneratedDefaultValue="0, 0, 0"
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   Begin Object Name="EdGraphPin_4405"
      PinName="self"
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      PinToolTip="Target
Actor Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor')
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   bIsPureFunc=True
   bIsConstFunc=True
   FunctionReference=(MemberName="K2_GetActorRotation",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_4405'
   Pins(1)=EdGraphPin'EdGraphPin_4406'
   NodePosX=112
   NodePosY=656
   NodeGuid=9C50425449D1C72229731EBEB6419E79
End Object
Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_2170"
   Begin Object Class=EdGraphPin Name="EdGraphPin_4413"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_4412"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_4411"
   End Object
   Begin Object Name="EdGraphPin_4413"
      PinName="ReturnValue"
      PinToolTip="Return Value
Vector "
      Direction=EGPD_Output
      PinType=(PinCategory="struct",PinSubCategoryObject=ScriptStruct'/Script/CoreUObject.Object:Vector')
      DefaultValue="0, 0, 0"
      AutogeneratedDefaultValue="0, 0, 0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2240.EdGraphPin_16126'
   End Object
   Begin Object Name="EdGraphPin_4412"
      PinName="InRot"
      PinToolTip="In Rot
Rotator "
      PinType=(PinCategory="struct",PinSubCategoryObject=ScriptStruct'/Script/CoreUObject.Object:Rotator')
      DefaultValue="0, 0, 0"
      AutogeneratedDefaultValue="0, 0, 0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2169.EdGraphPin_4406'
   End Object
   Begin Object Name="EdGraphPin_4411"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Kismet Math Library Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.KismetMathLibrary')
      DefaultObject=Default__KismetMathLibrary
      bHidden=True
   End Object
   bIsPureFunc=True
   FunctionReference=(MemberParentClass=Class'/Script/Engine.KismetMathLibrary',MemberName="GetForwardVector")
   Pins(0)=EdGraphPin'EdGraphPin_4411'
   Pins(1)=EdGraphPin'EdGraphPin_4412'
   Pins(2)=EdGraphPin'EdGraphPin_4413'
   NodePosX=368
   NodePosY=672
   NodeGuid=F4811F3C4FF344D179982897F363B251
End Object
Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_2442"
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   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_4434"
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   Begin Object Class=EdGraphPin Name="EdGraphPin_4433"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_4432"
   End Object
   Begin Object Name="EdGraphPin_4437"
      PinName="SweepHitResult"
      PinToolTip="Sweep Hit Result
Hit Result Structure

The hit result from the move if swept."
      Direction=EGPD_Output
      PinType=(PinCategory="struct",PinSubCategoryObject=ScriptStruct'/Script/Engine.EngineTypes:HitResult')
   End Object
   Begin Object Name="EdGraphPin_4436"
      PinName="bSweep"
      PinToolTip="Sweep
Boolean

Whether to sweep to the destination location, triggering overlaps along the way and stopping at the first blocking hit."
      PinType=(PinCategory="bool")
      DefaultValue="false"
      AutogeneratedDefaultValue="false"
   End Object
   Begin Object Name="EdGraphPin_4435"
      PinName="DeltaLocation"
      PinToolTip="Delta Location
Vector 

The change in location."
      PinType=(PinCategory="struct",PinSubCategoryObject=ScriptStruct'/Script/CoreUObject.Object:Vector')
      DefaultValue="0, 0, 0"
      AutogeneratedDefaultValue="0, 0, 0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2240.EdGraphPin_16128'
   End Object
   Begin Object Name="EdGraphPin_4434"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Actor Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor')
      LinkedTo(0)=EdGraphPin'K2Node_MacroInstance_27.EdGraphPin_4482'
   End Object
   Begin Object Name="EdGraphPin_4433"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
   End Object
   Begin Object Name="EdGraphPin_4432"
      PinName="execute"
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_MacroInstance_27.EdGraphPin_4481'
   End Object
   FunctionReference=(MemberName="K2_AddActorWorldOffset",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_4432'
   Pins(1)=EdGraphPin'EdGraphPin_4433'
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   NodePosY=224
   NodeGuid=DC736897493E347DA7F313B61BAD4E05
End Object
Begin Object Class=K2Node_CommutativeAssociativeBinaryOperator Name="K2Node_CommutativeAssociativeBinaryOperator_50"
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   Begin Object Class=EdGraphPin Name="EdGraphPin_15448"
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   Begin Object Name="EdGraphPin_15450"
      PinName="ReturnValue"
      PinToolTip="Return Value
Float"
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      PinType=(PinCategory="float")
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      AutogeneratedDefaultValue="0.0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2240.EdGraphPin_16127'
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   Begin Object Name="EdGraphPin_15449"
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Float"
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   Begin Object Name="EdGraphPin_15448"
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Float"
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   Begin Object Name="EdGraphPin_15447"
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Kismet Math Library Reference"
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   bIsPureFunc=True
   FunctionReference=(MemberParentClass=Class'/Script/Engine.KismetMathLibrary',MemberName="Multiply_FloatFloat")
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Kismet Math Library Reference"
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Any help is appreciated!

Just extend it past the conveyor belt a bit and you should get it. Or try boosting the speed of the conveyor belt and you will see objects get thrown a bit further depending on their weight and shape

Thanks for the response ZoltanJr, but that’s not working in my scenario :frowning:

I’m currently trying to launch the object up into the air but it just stops on top of the volume, even with a high speed set.

Here is an example of what I’m working with:

I have tried adjusting the mass and the speed but I get around the same result. Any suggestions?

Because this is just changing the actual position of the object it’s not actually imparting any momentum on it so yeah it wont continue to move. With the horizontal 1 once it moves outside of the zone then gravity kicks in and starts affecting the object. You will want to look at applying a thruster or a force to the object instead so that it’s a physical force moving it.

Thanks for the response but I’m still struggling with this issue. Currently I have a trigger set that when a certain actor overlaps it, it can change the offset. I do not know how to use the add force into this equation though.

This is my current blueprint that changes the offset:


This is what I’d like to accomplish:


Am I on the right track by doing it this way?


I attempted to read about Add Radial Force Component but I’m not really sure where to go with it. I saw I could fire the impulse but I have no idea where to set the speed or direction.

Any help is appreciated!