How to make a character bounce off a wall?

I’m afraid it’s my fault that the OP has been left hanging looking for a solution for so long… This is something that I should have been working on months ago to improve my zero-g movement project… but I had a really rough first-half of the year. Plus for some reason the UE Forum had turned Off all my email notifications by default… So that really messed things up.

I can’t remember exactly why… But there was a BIG reason why my code had to do things in such a roundabout way… I tried several methods before arriving at my somewhat messy blueprint. If I remember right, add impulse didn’t work properly when applied to a VR pawn, while using the hands as a velocity reference, and I wasn’t able to get UE4’s built-in physics to do what I wanted… So I ended up having to do the physics interactions myself, all in math formulas… I know it looks horrible, but it was the best working method I could come up with at the time… Other methods simply didn’t work anywhere near as well.

Anyway, I’m really excited about all the good suggestions people have been giving NextWorldVR on this topic! So I’ll have to try implementing them into the Zero-G movement, to see what works. I was REALLY struggling with this last year, and eventually sorta gave up on any bounce. So this has been very helpful to read. Can’t wait to try getting it working again!

EDIT: BTW, Part of the problem is that for VR the player’s head isn’t something that the engine considers alterable, it’s more like a marker of where the head is, given to the engine by the VR drivers, not an object created by the engine. Attaching a physics object to the head doesn’t seem to work, because the head isn’t part of the engine, so it ignores collisions and any action that tries to move the head, such as bouncing into a wall. In order to bounce the player away from the wall, the forces have to be applied to the player’s pawn’s root-object which is entirely separate from the head. Hence my sloppy work-around method for accomplishing what I was able to get working so far…