I am prototyping a hover ship game and want the ship to hover, and “stick” to a surface at any orientation (e.g. upside down). To achieve hovering I am applying upward force on each corner of a box (the ship). To get the ship to stick to a surface, I have disabled World Gravity and am instead using Set Physics Linear Velocity
directed along the normal to the current surface.
This approach seems to work well so far and the ship hovers and obeys the artificial gravity. However, the problem is with Linear Damping. I apply Linear Damping to dampen the bounciness of the hover physics. But, this also affects the artificial gravity “felt” by the ship so that the gravity force is weakened. How do I isolate the linear damping to preserve hover physics but not interfere with artificial gravity?
TL;DR: Linear damping on the hover physics interferes with artificial gravity. How can I isolate the linear damping on the hover physics so that artificial gravity is not affected?
- Ship Blueprint viewport.
- Ship Blueprint event graph.
- Scene Component Blueprint (hover physics).
- Simulator.