I’ve been trying to make a item container in the form of a balloon for my sidescrolling platformer game that when popped by the player spawns a item pickup that bounces into air before falling to the ground. Item pickups spawned from balloons differ from ones that aren’t in that the non-balloon item pickups float in the air while the balloon-spawned ones are bound by gravity. Similar to how in Super Mario World 2: Yoshi’s Island, coins normally float in the air but coins spawned from destroying a Winged Cloud causes coins to fly out and fall onto the ground. I’ve been able get the balloons to spawn items upon destruction but I’ve been having troubles with making the spawned items bounce up & fall to the ground in the manner that I want.
I tried enabling physics on a item pickup blueprint parented to the main blueprint but I’ve found that enabling physics results in various undesirable behavior such as the item pickup bouncing into the background or foreground where the player can’t reach it. As such, I don’t think enabling physics is the way to go, so instead I was wondering if it were possible for Actor-class object to mimic the way that gravity affects Character-class objects by default such as my player character and the couple of enemies I’ve created? When my player character wanders off a ledge they are pulled straight down unto the ground by the force of gravity but are otherwise unaffected by physics, and I would like for the balloon-spawned item pickups to behave in a similar matter. When spawned, they should bounce up and then fall straight down, landing perfectly flat on the ground without it bouncing around or tipping off a ledge if the item happens to land on one.
However, if enabling Character-class gravity without physics is not possible on a Actor-class object, then does anyone have any other suggestions?
Any help whatsoever would be greatly appreciated!