How to make a character bounce off a wall?

Keep in mind that no one here is obligated to help, if someone helps then they do it by sacrificing their own free time or development work time to** research stuff for you. **Talking down to them or the community in general is in no way a motivation for anyone to help you. If no one gives you an answer to your soluition that doesn’t neccessarily mean that you are getting ignored or mistreated, it most likely means that no one reading the forums has needed a solution for your problem before or that those who do know the solution either don’t read the forums or are too busy with their own projects.

For bounce physics, google has tons of results when you search for “3d math bounce vector normal”, this link helps alot understanding the basic physics behind bouncing
https://www.3dkingdoms.com/weekly/weekly.php?a=2

Ok, rant being done (i hope you didn’t take it too personally), lets try to help you : I’ve been trying to see what exactly you need, but many of your different posts desriptions/wordings of what you want is quite different, so it’s quite hard to grasp what exactly you need.

Lets take this one step at a time.

First basic bouncing:
Take a look or try out this stuff and report back what you need changed and what needs fixing/tweaks, i’ll try to help you as much as i can.

If you want your character to bounce off any wall, regardless of the angle, add a “Last Velocity” Vector variable to your object to save what velocity you had BEFORE you hit something and use this graph and you’ll bounce off anything that hits your characters capsule component
We’ll add stuff to it later to make it do exactly what you want.

later I’ll download your test project that you uploaded and check what i can do.

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**Thanks Stephan Thank you for the ‘rant’, “please keep in mind” i’m 7 months into reading many many little ‘rants’ and insults, I started perfectly polite and patient 7 months ago, when I first asked this exact same question.

I also asked if people don’t KNOW the solution and are unwilling to edit my BP, THEN PLEASE SAVE YOUR TIME AND MINE, DO NOT POST AT ALL and CONFUSE ME FURTHER! No one listened. To this day, I get solutions that are FLOOR BASED, or CHARACTER MESH BASED, that have nothing to do with what I’m doing. i AM SORRY, BUT IT IS MADDENING!! Like a carrot on a string and the carrot is a hologram,…

Anyways, thank you for your advice, I will add it to the 30 foot pile! (I also try to inject a little humour into everythng I say, NOT ONE PERSON HERE HAS PICKED UP ON THAT - ALL YOU SEEM TO SEE IS NEGATIVE.

WORST 7 MONTHS OF MY LIFE AND I AM A RECENT CANCER SURVIVOR, YOU GET THAT RIGHT? THIS PLACE FEELS WORSE THAN CANCER. CUT ME SOME SLACK. LET ME BE ME.

On to why we are actually here: as you can see from the BP and 7 months of discussion, , it is a First Person VR Zero-G game, there Literally IS NO MESH CHARACTER to ‘launch’… I tried assigning this to my dynamically created pawn ‘potential’ and,. well, it wants a ‘mesh character’ –

Honestly, I do fine with the ‘Set Physics Linear Velocity’, I get a small perfect bounce, I MERELY need to know how to tell it what direction and speed as X Y Z variables in the Set Physics Linear Velocity,…

I will try to merge your solution with it too though, I try everything, THANKS FOR TRYING,…Do you have the original BP? The original Zero-G author might be working on it which will be ideal, he is apparently the inventor of a whole new way to use Unreal BPs, because no one else can get their heads around it! :slight_smile:

Here is the relevant part of the BP, I have in the Green (selected) ‘Set Physics Linear Velocity’ X0 Y100 and Z 0 this gives me a perfect little bounce in Y upon any hit (except pickups)

SO, how to tell it these three X Y Z numbers dynamically? :slight_smile:

TY!**