And to answer your last question, I’m open to all suggestions. I don’t work with physics too often… So please do tell if you have a better alternative!
Consider the following:
- this is my CannonBall with an exposed variable:
As soon as the actor is constructed, the Projectile Movement Comp gets that value.
- this is my Cannon
I feed the projectile with the desired value and have the movement component do all the hard work here.
Any and all physics simulation is disabled here. Essentially:
If you try to sim physics and have the movement comp that tries to do the same, one of the systems will give up.