How to make a physics object keep its momentum regardless of the character?

Hello. I have a simple blueprint that launches a physics object, (a ball) towards the character.

I also have another blueprint (the ball) which has physics enabled. Inside of the ball blueprint, I also have code for when the ball hits the character. This is done with a hit event, and simply makes the character ragdoll and does a few other things such as UI popping up etc.

My problem is that when the ball hits the character, the ball stops in its tracks. This breaks the immersion, as the ball is meant to be really big and heavy. I have tried changing the mass, and other settings, but the balls always seem to be affected by the player touching it.

Basically what I want is the ball to keep going along with its physics, regardless if the player hit the ball or not, while also still allowing the player’s ragdoll to be affected by the ball, and be “crushed” by the ball.

In short, what I am trying to create is something like an indiana-jones style rolling ball that chases you and crushes you.

Any help or steps toward a solution would be helpful. Thanks!

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This happens because at the moment of contact the player charter is infinity rigid. It is not moved by physics but by its movement component.

Remove the ball’s blocking collision with the characters - just allow overlap and ragdoll them on it. Maybe add a bit of force on the ball to simulate a little bump on each overlap.