Fast moving pawn firing direction / projectile movement problem


I have a pawn that can move up to 500 m/s. I am attempting to get the projectiles to work as expected. Currently they are firing at the location the button was pressed and move at their set speeds which is 1400 m/s. I would like to have the velocity of the ship be added to the projectiles when they are spawn, but I cant seem to get it to work. As in the ship is drifting to the right at 200m/s and the projectiles move out at 1400m/s and stay relative to the ships speed instead of just firing from where they were spawn, which is lagging behind the ship. Another option would be to change the angle of which they come out that changes with the velocity of the pawn.

note. the red on the screen are the projectiles.

Can you share the BP where you tried this?


speed is the velocity of the pawn

Better explanation of what i am trying to do. Think that you are floating through space at 1000m/s and holding a rock. If you release the rock, it should just look like it is floating in front of you, but it shares your vector. I would like to do that, but add 140000 units to the x axis.

Think that adding to X axis is not doing what you expect it to do. In Unreal X is forward, yes, but that does not mean that adding it to a vector will make something move forward faster. By only adding in X you are influencing the projectile towards the world X+.

In you first example: if the player is strafing, the projectile should inherit the movement + 1400 in the ships forward direction. That would translate to the (projectile velocity) + (pawns velocity).

Try this right after spawning the projectile (not in tick):

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