So the end result I am looking for is a floating / flying destruct-able mesh that rotates independent of its trajectory and only accelerates in the direction it faces when the thrust key gets pressed. Like the ship in Asteroids or a dozen other '80’s arcade games. I also need it to bounce off walls and detect collisions with other pawns (the AI bad guys and their projectiles).
Over the course of the last month I have been able to get ALMOST all these things to work together but it seems like every time I get close things start to unravel: I can get exactly the movement I am looking for from a character pawn with the add rotation and add movement functions but physics simulation stops that. A base pawn works better with the physics simulation but I cannot get forward movement to happen… actually I did get it to happen the other night (somehow) with the AddImpulse function but then the camera refused to stay with the pawn.
Tonight as I get close I’ve lost yaw and thrust control for some unidentified reason (but pitch still works?!?).
So… I am frustrated, confused and wondering if anyone might have an idea about how I would do this stuff.
it seemed so simple when I thunked it up