How do I make my projectiles movable after they've stopped?


I’ve just been playing around with the FPS blueprint and prevented projectiles to disappear after hitting an object. My question is: how do I make the orange balls movable after they’ve stopped bouncing around? They’re completely static and I can’t move them by shooting or pushing (my character get’s stuck).

Hey Bproof,

First, make sure they don’t disappear after a few seconds. In the MyProjectile Blueprint’s Defaults tab, change Initial Life Span to a larger number, or to 0.0 if you want them to stay forever.

Next, you’ll want to make the projectiles physics actors. In the Components tab, select the [ROOT] CollisionComponent and scroll down to the Collision settings in the Details panel. For Collision Presets, choose PhysicsActor.

Lastly, make sure that Simulate Physics is enabled in the Physics settings.

Hope that helps!

Ben Halliday

That fixed it, thanks :slight_smile:

I have one more quick question: is there a way to make the projectile slow down a little quicker? It seems to be rolling forever.

And one more thing: now I’m not able to move the big boxes by shooting them. The smaller ones are movable, probably because they’re lighter. That wasn’t an issue before. Modifying the ,Add impulse at location" parameteres doesn’t change anything (it did before and it was great fun :slight_smile: ). The projectiles also randomly fly right through the ground. Any way to fix this?

You projectiles are not moving objects cause they are not overlapping anymore. Instead they are hitting it.


void OnHit(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);


CollisionComp->OnComponentHit.AddDynamic(this, &AMyProjectProjectile::OnHit);

void AMyProjectProjectile::OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
	//GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("HIT"));
	if (OtherActor && (OtherActor != this) && OtherComp)
		OtherComp->AddImpulseAtLocation(ProjectileMovement->Velocity * 200.0f, Hit.ImpactPoint);
}enter code here

I know this is old, but I figured I’d reply in case anyone else comes across this question… To fix the projectiles going through the ground you can turn on the CollisionComponent’s “Use CCD” . To get the blueprint (sort of) working turn on “Simulation Generates Hit Events”. I say “sort of” because the impulse doesn’t work right… it’s wonky and I gave up on trying to figure it out. For a similar effect you can instead increase the CollisionComponent’s “Mass Scale”.