# How to know the angle of collision?

**URL:** <https://forums.unrealengine.com/t/how-to-know-the-angle-of-collision/510420>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question, UE4-27\
**Created:** [March 28, 2022, 6:03pm UTC](https://forums.unrealengine.com/t/how-to-know-the-angle-of-collision/510420 "2022-03-28T18:03:39Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 29, 2022, 7:51am UTC](https://forums.unrealengine.com/t/how-to-know-the-angle-of-collision/510420/5 "2022-03-29T07:51:36Z")

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Also, have a look at this thread, there’s a method with pawn movement and projectile movement:

> [@Simple Ball Trajectory](https://forums.unrealengine.com/t/simple-ball-trajectory/254423/12):
>
> I’m super impressed with the amount of work You put in to your answers. I will Of coarse keep working on the different ball actors each with there own solution Until I can find one that works. My concern Like Richmar1 said is that Physics Might be unreliable for my goal As the players Is hitting the ball around In VR with a racket and it will need to feel right. weirdly enough I cant even make my actor with the movement component move Not sure why . I have copied all your settings. …

And, finally, this:

> [@Trying to make a ball that speeds up after each bounce AND doesn't get stuck between parallel walls.](https://forums.unrealengine.com/t/trying-to-make-a-ball-that-speeds-up-after-each-bounce-and-doesnt-get-stuck-between-parallel-walls/150819/13):
>
> Also, here’s a trick I discovered that one time when rolling the abovementioned coins - Linear Damping can be Negative: After trying several different methods for clamping velocity, I settled for this. Do note that the MapRange is \*unclamped \*here, velocities below 5000 result in \*negative \*damping values - they’re accelerated; velocities above 5000 are slowed down. While this system maintains energy (restitution 0) on its own, you may opt to add / remove so…

This will maintain velocity in an uncanny fashion by applying negative dampening which actually speeds things up.

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