Note that due to me adding a rotation every tick (rotator didnt seem to work) it just doesnt let me add a launch up when right clicking. How could I make it more reliable and responsive? I tried with forces also though that was very incosistent and I had to add radial forces up to millions to get an effect.
And while we re at it, why do I have to add such high forces to get the object moving? And the threshold is very sensitive. Sometimes I have to go in the millions. Any idea why?
oh yea, i have the physics constraints on the details panels locked already, but im still not getting a rotating movement. I just dont know how i could make the character rotate with a custom amount when i apply force? It doesnt rotate but just goes up. Even tried force at location and the location being an edge but still wouldnt make it roll…
It only uses physics, which means, like @ClockworkOcean said, the tunning of the forces, dampings and constrains can be a real nightmare. It works but … it’s physics, so, I don’t actually recommended it.
The gun (the arrow represent the muzzle, which must be offset from the center):
As you can see, it move in a similar way. No physics. But you’ve got your work cut out.
The BP components are just two meshes to make the gun ( the particle system is just to make it look like it’s firing ), and a ‘scene’ so I can dictate where the gun pivots:
The first part is always moving the gun downwards, so it falls gracefully if nothing is done.
Second part gradually resets the rotation speed back to zero, meanwhile rotating.
Third part is always trying to reset the gun back to it’s neutral starting position. So it the player doesn’t fire for a while it will just assume and upright position.