How to make a character bounce off a wall?

No rush I had given up utterly! It is better to have some hope, I am actually working on the Levels again!

THANKS!

some update info and clues:

if I replace the set physics linear Vel. w/ a Set Simulate Physics, I can move with my Thrusters until I first hti something then I freeze, I can still move my self along using Grab Things and Pull but thrusters stop working and I am ‘frozen’ (no floating,…)

if I go in and check ‘Simulate Physics’ on the Head Collisions object (it already is on for Physics root) then I get Thrusters motion back back,but I still freeze if moving after throwing off from wall,and motion BUT I go through all walls!

**I found another Blueprint that can be added to the VR Blueprint or something?? Maybe this is the answer, are you able to figure out what this is? Or if there is a way to use my grippy hands and thrusters with this version of Actor flying (I think?)

Fly in VR posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4 **

THANKS!!

Thank for the extra information mate, always appreciate more informations.

About the blueprint you post, while you pressed your controller, it will move/ teleport your character forward. Then when you released your controller, it will fire a line tracer in an attempt to find any object/ surface in front of camera, if there is any hit result in a distance of 50 meters, it will move your character to the impact point over a certain time. That is what I get from that, unless I miss anything.
Well, from what I have seen, this take a different approach, and still a much simple version, so if you want, we can move to this approach, but we still need to work on bounce stuff, and then we need to implement gravity, drag and so on

I have 2 question:
+) Is there a reason to use Set Physics Linear Velocity node instead of Add Impulse or Add Force node?
+) Is there a reason to use HeadCollision to detect collide instead of your PhysicsRoot?

Hello, no reason at all for anything in there like that, (set physics, or add impulse, etc) I’m just trying to find the simplest way possible to get the simplest bounce possible,… Using Physics messes everything up (assuming the 10,000 physics settings are even correct I have no way of knowing,… Too new to the software,…)

I can make a new video if you want, about the movement, there is no ‘aim to impact point over 50 meters’ type stuff. I don’t know about that,… It’s just, like,. you start in the middle of the room, you use thrusters (trigger) until you are near a wall, then you grab the wall (grip) and push off then you go in the direction you are going until; you collide OR you use thrusters to speed up, slow down, or change direction.

THANKS!!!

Aye, thank for the clarifications. I think I understand most of your blueprint and your control, so what next is I am going to poke around here and there, I will do my best to retain your control, just change how the blueprint implement your control, clear up some node that I think won’t be necessary, etc etc… I think I will have something to give you to test out after this week weekends. Thank you mate.

Hello mate, as i promised, here is my testing project.

Due to the lacking of a working VR set, i can only test it out with mouse control. Move mouse will move your camera view, left mouse to apply force and press C to stop and drop all force. You can find the level in Content\Bounce\Level\TestVRBounce.umap. Note that i only intend to test out apply force in 3d movement and physics bounce with this level.

I also tried to applied the same logic to your old blueprint, you can find it at Content\Bounce\MotionControllerPawn, there are also some comment here and there to help you understand the logic.
https://drive.google.com/open?id=1VDL2rqlo3sMZGFMzaKXBNQxF9nq8R5Cq

Please tell me if this fit your project need or if there is anything that still need to work on, i will reply as fast as i can. Thank you very much.

Hey buddy,
I appreciate the time you put in. BUT: I don’t see anything in this that looks familiar or what it has to do with my thing …??? It is all WAY too different, the last thing I need is more and new blueprints or other methods,… Like I said if I can’t fix what I have, that’s all I need to know This should be quite simple,. . In fact I would bet money, this WILL end up being the the simplest logic in the world:
I just don’t know the commands,…)

Understand, (you did see my example video right?) That explains everything,…) I am 99.999% of the way there, I even have a perfect bounce, just not in the right direction,… !!! :slight_smile:

In the friendliest possible way… I know, the help , when it comes, will not be a total rewrite like this, or setting up a mouse, or even testing,. it will be that obvious. 3 maybe 4 few simple nodes added to the end of what I have, that asks Unreal, (as I collide), but before I bounce:

  1. what direction am I going?
  2. how fast I am going?

and then it uses ‘Derp’ or ‘Lerp’ or something like that, to ‘combine’ these two things, and that becomes data that feeds into the ‘set physic linear velocity’ node.

:slight_smile: I do appreciate your help, but this is a real extreme and unrecoverable indictment on Unreal’s lack of user-friendliness (and no way to get there from here with the documentation I have spent a THOUSAND+ on high-end PAY tutorials, No help with something so specific,

Clearly, after half a YEAR of asking everyone in the community I can reach;
Unreal cannot determine velocity and heading, then combine that info into data to determine velocity and heading after a collision.

Clearly that is ridiculous, But if no one, of HUNDREDS of users, knows how to do something so simple, then Unreal is NOT USER FRIENDLY.
Thanks for trying,.,…

Hello mate, thank you for reply, was worried that you may have drop this for good.

I know what you mean and i understand that, but i think you need to know that i think that part of the problem come from Set physic linear velocity node, this node is quite different from other physic node such as AddForce or AddImpulse node in that instead of letting Unreal physic calculate and apply calculated force when collide, bounce, etc etc… when using Set physic linear velocity node, you directly modify the current physic velocity, thus overwritten and leave out the calculated physics velocity that Unreal calculated, thus when using this node, you may have to do more work compare to using AddForce or AddImpulse node, due to the fact you have to calculate the final velocity by yourself instead of leave that to unreal physic system.

So now this leave you with 2 choice, either continue using Set physic linear velocity and calculate the final velocity by hand, which will involve some serious case of calculation and logic , or twisted your current project to use either AddForce or AddImpulse, which you have to put quite some work into, but at least you can skipped out the calculation and logic part.

Personally, i would favor AddForce/AddImpulse, due to the fact that it is safer route, and while you may have to twisted your project when it is in final state, it will be more stable later, in case you want to expand your game and upgrade it into later engine version.

And i also think that before you go and choose any route, please at least tried out all current option, and i want you to know that, i respect your choice and will offer any help i can provide.

I also have tried to calculate the final velocity after collision with a static mesh using your blueprint, please check it out. Please tell me if this work or not, and if it need more work or so.

Reference:

That’s what I was trying to say earlier on when I looked at the project, but I also encountered a problem where if you don’t reset the physics velocity, the collision sphere is VERY grippy, and it rolls along the wall when it touches it unless you decrease its friction (I did this by giving it a very slippery physics material).
If you leave it as is and don’t make it slippery, it makes it seem like it’s being pulled toward the wall (but it’s really just rolling along it if you could watch from third person view).

But I agree, getting rid of these physics velocity resets and just allowing it to bounce seems easier.

Hi, Thanks for trying,. I copied, deleted what was in Motion Controller Pawn, then pasted this in, but I got errors, all over the BP,. They seem to be about the Motion Controllers, or missing pickups? also stuff about looking for some ‘actor pawns’ or??,. I made some screen grabs. I am very unsure as to what is happening and why? I didn’t have to make any changes to the original BP where it comes to ‘motion controllers’ etc, I just was able to easily (in seconds) get it to work with motion controllers by just saying what Input I wanted to use in ‘Settings/Input’. This seems to be doing things differently or looking for something different?

It also says:
Spawn Actor NONE must a have a class specified.
and:
Set hand is deprecated, please remove or replace.

etc. I just ran out of characters, next message,…

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A gift: I made the Original Star Trek Enterprise Sickbay Complex in 360° VR:

(set quality in settings to 8k or 4k, (2160p) it may play blurry otherwise)

Also, the Bridge:

hmmm,. deprecated features usually means, big headache,.
I was am am hoping to remain, working in 4.19, my project is in 4.19, 4.20 will come with a YEAR of bugs and nightmares before it is really usable,… )
Boy this seems seems like starting over. I have fought this, trying EVERYTHING, for more than half a year, I think this is,… Is there really no way to just tell ‘Set Physics Linear Velocity’ , what direction to go? When I put 100 in the ‘Y’ I get a PERFECT Bounce, just, not in the right direction! Would a video help? I could go in VR and show what I am getting from Set Physics. It is SO CLOSE. like 99% there,…

Could I PAY YOU to make a working version, as originally intended, in the original software version? 4.19? This is my last (and first) Unreal project, I just want to get it out there and move on with my life in Lumberyard, Crytec, Stingray, (Unity if they improve ambient Occlusion and add VRAY rendering),… anything,. I specifically don’t want to know the list of unnecessary changes they made this time in 4.20… or even ONE… The perfectly fine things they deprecated so they could be like A&P employees ‘re-arranging the store to justify their jobs’. BETTER they use that time to modernize the interface, get Unreal working with WACOM Pens or 3D Connexion 3D Mouses! : ) (Like every other tool including Unity!) … I want to move on from this so badly… I am obsessed with getting the final puzzle piece, the ‘golden key’… but it is however, an unhealthy obsession,. I don’t think I will get there now after seeing all those errors, Deprecated features (the death of everything I ever tried; ‘deprecated features’,…) … Like’ ‘setHand’ WHY (EPIC…) is some new wording better than setHand? ,. Does C++ and C# change all it’s basic rules and structures every year?
This has turned out to be my folly.
At any rate I sure appreciate the personal help… THANKS

Yes, you can use the Impact Normal of a collision Hit event to get the correct direction (with almost zero speed) and then use the previous speed to set the speed in that direction, and it should appear to bounce. At least I think that would be the right thing to use.

The thing we are (probably)all wondering is why you even use setphysics linear velocity when you can just have the player be bouncy and not have to use all that extra logic that’s already done for you by the physics simulation. But you must have an important reason for doing it that way, I just don’t know what yet. It does give you more control over how the bounce goes without having to tweak the physics settings a hundred times so that could certainly be reason enough if you already know what kind of numbers you want to do to calculate the bounce yourself.

Did any of the tutorials you’ve used so far explain WHY they use setphysicslinearvelocity instead of setting up the usual collisions and bounciness? Does it have something to do with being able to use the motion controllers to push off the walls or absorb the impact and stay on the wall as desired? I’m sure it would make more sense to me if I had some VR equipment to try it out on.

It may be hard to try using the Hit Normal of a collision like I suggested though, since your project you sent me a few months ago uses overlaps instead of collisions, so that’s another obstacle to overcome.

I think some of the trouble people are having with helping this project is that it is set up very strangely and differently than most people handle bouncing in Unreal and we don’t know why it’s supposed to work that way instead of the usual. Might be easier to redesign it from the ground up? IDK. Maybe only if they’ve got VR equipment.

@CKong am I making any sense? What have you found when you worked on it?

Well, I think that with the way this game was set up, NextWorldVR want some function to complete stop and remove any force when he grab into the wall, thus he used Set Physics Linear Velocity, which is pretty good use for when you want to eliminate and set all applied force to your character to 0 in 1 frame, the problem is using Set Physics Linear Velocity to calculate applied force and stimulate physics, which is trying re-invented the wheel, and it is a incomplete wheel.

@NextWorldVR: did you tried to copy-paste my blueprint? I think that is the reason for those errors, because when I work on your blueprint, I got lot of errors dues to lacking of other blueprint in your project, so to work on the function to calculate the velocity, I use another project, much simple, to test that function, then copy-paste the function to your original blueprint(still has error) and then I paste it here. Really sorry mate, I think this is entirely my fault. So my solution is to use your original blueprints, either from your backup/ the file you send me, delete all current node and copy/paste your original blueprint, or copy pase and override your MotionController.uasset using window explorer. After you have recover from those bug, re-create this function by hand. I am really sorry about this. I know this is getting frustrated, but hang in there mate, we all been there.

Ps: @NextWorldVR, cool stuff mates, thank for sharing with us, I like both Star Trek and Star war series so stuff like this really is my thing. :slight_smile:

I GIVE UP. UNREAL IS A F*^@$&G NIGHTMARE. DONE. DONE. DONE!!! AND IT FEELS GOOD,
TO HELL WITH DEVELOPMENT! NIKOKUN ALMOST GOT ME TO SUICIDE I NOW THINK THAT WAS THE POINT, TO PUT SOMETHING OUT THERE THAT IS 90% COMPLETE BUT 100% IMPOSSIBLE TO FINISH.

I COME TO THIS HELL HOLE THEN SPEND A WEEK IN BED DEPRESSED, THEN BACK HERE, THEN BED, THEN BACK HERE THEN BED. YOU ARE KILLING ME!!!

Yes I find development to be very frustrating too and wish I was much faster at it instead of seeing my life go by. I can do it but it is a lot of work for a small reward. So i think that next project, I would like to hire others to develop the game and be more of a director. That way I can see my vision come to life but it doesnt all depend on me - if I can hire people who are much better than me at the dev part. I am pretty good but pretty good moves too slow for me :slight_smile:

@NextworldVR there are many ways you can make your visions a reality. Finishing a game or VR project is not easy. There is always something that is harder than it should be.
I know you spent ma y years of your life invested in gaining this experience so you could accomplish anything you set your mind to and suddenly in Unreal it seems to count for nothing because everything works so differently.
It is very important not to value your life by your experience, accomplishments, or abilities whether you succeed or not.

I want to leave my mark on the world too and nothing is worse than finding out my time was wasted when trying my best to do so. I want to be remembered and appreciated for creating something great. But that is not what makes me great. Not who remembers me, but who I remember. Not what I succeed at, but how much I enjoyed trying. The world appears to hold no value in that way of thinking but it is the only way to really be happy.

In the meantime, try your luck with other tools. Unreal is not the best at everything. I know you sunk a lot of money and time into learning it already but many of the concepts are transferable.

Sorry C Kong and MightyEnigma! That outburst above was to the Universe at large, 100% decidedly not you! I was and am appreciative of you trying!
I decided after 9 months , to just say the walls are ‘magnetized’ so unless you catch yourself before hitting a wall or object with your body, , you will stick and have to pull away! :slight_smile:
I will just fit it into the story,… :slight_smile:
. I will make it work… One of my favorite Directors I worked with always said: “Work with what you have!”

Woody

( I sign off my name Robert, when i am frazzled and frustrated (wanna be) programmer self, and use my Fraternity nickname Woody when I am cool calm animator self,.
I just noticed that,. hmmmm… LOL

Hellom i Just wondering if someone could give me a hint with regards to angle of collision. I have a character moving through a 3D Model environment. The walls have a collision and are static rigid bodies.

Do you mean in Unreal? This sounds like you should start a new thread.