Ok guys, I’ve got a grenade throw working. I spawn the grenade in my hand on press, and on release I launch the grenade, set it to a physics object, and set off the explosion effects and sounds at the hit location. The projectile prediction for the arc looks ok. I still need to create a beam emitter or attached something and use the data from the arc but I can do that later. For now the debug arc is fine. My problem has crept up when I actually added the throw animation to the flow of everything. The prediction of the throw from the idle throw stance looks accurate but as the grenade leaves the hand it is flying off in the wrong direction. The only thing I can think of is that when I grab the socket location and add my velocity adjustment to create the impulse the socket has rotated during the animation making the direction all wrong. Any ideas on the math to fix this? I’ve also tried rotating the socket to get the x direction pointing forward at the release point in the animation but I haven’t gotten that to work yet either. Any ideas what could be wrong or how to fix?
So to recap during the idle aim animation state the prediction of the projectile looks accurate.
Now When I throw the grenade it isn’t traveling forward and is now traveling off in odd directions.
Ohh and I can confirm collision isn’t the issue. Ignore pawn is on.