This is my first post and also the first problem I had that I couldn’t find a solution on the forums.
So, I made this blueprint for kickable items. When you get into the triggerable area of the item and kick it, it turns the collision and physics presets for the item ON, so it flies around when hit by the kick. When the object hits a NPC character, the hitted NPC dies and the item is destroyed. If it doesn’t hit a NPC, it just keeps moving until it stops.
Here my problem begins: I want the item to have its collision turned to OFF again to reset its status and be kickable again, but only when it stops moving. That’s because I don’t want it to move around when the character pushes against it. As you can see below, the movement block is made by a block volume and not by the mesh itself.
The logic is set, but I can’t find a way to get the item’s current movement state to make it work. I tried many options, like getting the mesh’s vector velocity or comparing the item world location every 0.2s, without success.
I am thankful for every suggestion you can give me.