it would help to know more specifically what you’re missing.
what i’d do is in the boomerang add the movement logic.
you could try a movement component and add a couple of positions.
or you can do it manually.
with the movement component you could:
- when launched, calculate the end point, set it on the movement component and activate it.
- then when the movement component is finished. calculate the return position and re-activate it.
though if the player moves while the bo…ng is returning, you’ll have some issues. either making the b…g change its destination (will look magical) or something else.