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Creating a rotatable globe that reacts to direction hit?

Hey guys,

What I want to try and do is have a globe that rotates when the players hand hits the object (it will be vive controllers). I want the actual globe to stay in place though and not move away from its boundaries, does anyone have any tips or could point me in the right direction for this?

I’ve been looking here - https://docs.unrealengine.com/latest/INT/Engine/Physics/Constraints/ConstraintsBlueprints/ ;
Would this do the trick?

On event tick store last location for motion controller and time when you recorded it.

Then of event end overlap (or when button to spin is released) calculate controller velocity (its vectors length of last location - current location divided by delta time).

When you have speed of controller, you map it into some range (experiment with values range). Then use interpto to spin ball, and as speed apply that mapped value.