How do I stop this jump as the two object switch places.

Heya,

I am pretty new to unreal and understanding blueprints, so I was hoping for some help! I am currently testing something for a uni project we are gonna do this year, basically it involves having objects we can push off a counter and have them break once they fall to the ground. So far I have made a standard unfractured object that once it overlaps with a trigger that it swaps to a fractured object before it hits the ground. This is probably a really weird way to do it but its so far the only way I have managed to get this to work. Currently when the objects swap, the fractured object doesn’t follow the trajectory that the previous block was thrown from, and creates this kind of rubber band jump movement. Again this is just me testing things before we get started to see if it is even possible, but I feel like I am so close to refining it, but I must be missing something!

Any feedback or recommendations would be amazing, and let me know if there is are any more info I could give to help.

Also apologies, but I can’t send photos for some reason?

But my BP so far is as follows:

[ On component begin overlap (UnfracturedBox) ]—>[ Cast to BP_BreakCollisionVolume ]—> [ SpawnActor BP_FracturedBox ]—>[ Destroy Actor ]
|
|
L—> Class = BP_FracturedBox
L—> Spawn Transform —>[ Get Relative Transform ]—> Target = UnfracturedBox

I hope that helps since I can’t send visuals!

Hey! Its because the velocity is different. You could try to get the velocity of the first object and set the linear velocity of the falling object to see how that looks.

Is there a reason you’re not using the ground as the trigger for the switch?

Heya!

Thanks for the reply! So… how would one calculate/get that? I think I remember how to add the linear velocity to the fractured object but I didn’t know how to figure out the velocity to match the unfractured object. I don’t know if it matters but I am are hoping that this could be applied simply enough to a few other items while running smoothly, and that the objects don’t have predetermined pathing.

Also in regards to the ground not being the trigger, not sure really, I had some help in getting my current set up working, so I have been testing multiple things till something works haha. I would assume that I make the ground have a trigger box? Tbh I am not really sure how I would do it that way either :sweat_smile:

I feel like my knowledge on BP and unreal is quite merged and different pieces of info put together xD

Thank you for your help though!

I feel the same way about my unreal knowledge! I decided today to start answering questions to help improve my skills!

You can get the velocity from the primitive object. Get the static mesh or root actor and call the Get Physics Linear Velocity function

Then you can use that to set the new objects velocity using Set Physics Linear Velocity.

What does the blueprint look like? You could also use one blueprint that could help simplify the physics. Insead of spawning a whole new object change the Static Mesh in the blueprint. Maybe make the the non destructive mesh and the destructive mesh variables to make it reusable.


This is my current Blueprint, if this helps?

I am not able to give your recommendations a try right now, but I can do later today!

Nice! So you will have to get the root component from the objects to use the get and set physics linear velocity. The same way you get relative transform.

Heya, so I gave it a try and I am probably using the wrong things. I am not sure how to set the relative velocity to the object I want. Do I do it in the same blueprint line as what I have currently? Or so I need to cast it to my breakable object blueprint and do a line of code there? Like I said I am probably using the wrong blueprint connections xD

I have noticed another problem which is when the object swaps over the newly spawned Fractured box doesn’t go to the exact location that the Unfractured box was, I am not sure why but I have tried using different transform connections but to no success sadly.

Any ideas or tips? I feel like I am so close but its just obvious when the objects swap.

Anyways thank you for your help!