I understand if I enable physics on something I can get eh velocity, but I don’t want to enable physics on these objects, yet they are being swung/thrown/moved around in the space and I still want to know the speed of the movement of them.
Since there are no answers, I’ll write my method.
I am doing it by subtracting current location from last location and getting a vector length of that vector. The result is in unit/frame which you can divide by “get world delta seconds” to convert into unit/seconds.
Last location is a vector variable, which is set on tick after getting the result.
A bit hacky way would be to add a constrained physics object to the one you want to measure speed of and use get velocity node on that constrained physics object (haven’t tried this one though).
If there is a better way please let me know, I could use it
Old thread but alternatively you can use a flip flop on the tick, i.e, A sets position, B does nothing or computes the velocity. Either way you will get the difference between the frames