How to make a projectile not bounce of certain surfaces?

I have homing projectiles that flies after the player, they bounce on the floor and walls as they should, but if there is multiple of the projectiles, they will also bounce of each other.
I could make them not collide with each other, but I want them to, just not bounce.

Is there a fix for it?

Hey @margonvinther!

So you want the projectiles not to bounce off of each other, that’s simple enough. You go into the projectile’s BP and set the collision for the reaction to not be “Blocked.” But what is it you’re asking exactly? You say you don’t want them to bounce off of each other- what is it you want them to do?

Just to collide not bounce, so you could have a swarm of them flying next to each other, without the bounce sending them out in weird directions.

Sorry, still not sure I understand… what is the behavior you are wanting for the projectiles to have? If you make them not collide with each other at all, they would be able to pass through each other. Do you want them to hit each other and attach to one another? Fall to the ground on collision?

Basically, if they collide, your options are vast. Maybe describe what you mean by bouncing?

The property in projectileMovement “Should Bounce” is what I’m referring to, the way enemies run next to each other in a zombie game for example, they don’t pass through each other and don’t bounce of each other, they just collide and run up against each other.

I think we’re going to need some context here. I get what you’re saying now, kind of… But a projectile might not be the best thing to use here? What you’re describing is pawn behavior (CrowdAIController specifically).

Can you give some context for what it is you’re doing? Projectile might not be the best thing here overall. :thinking:

Probably not, they just seemed like an easy fix, but I am trying to recreate those skulls https://youtu.be/SxVpbN82uh4?t=56

So what I’m thinking with those skulls (Just off the top of my head, this is pretty advanced for a projectile).

  1. use AI controller. Name it “AIC_SkullProj” or something unique. Make sure that uses “DetourCrowd”. It should be under category in the details section of the AI controller BP?
  2. I would use pawn for these.
  3. The skulls I don’t think are actual projectiles bouncing. I think they are pawns with flight. Because none of them have wonky bounces, and they only have the floor here to bounce from. So I’d assume they are spawned but have a slight delay on when their Controller is activated, so they bounce off the floor, notice they don’t bounce again, they float.

Sorry I can’t give you a for sure answer, this is a really neat idea! But all I can really offer here is some insight as to how I myself would go about it. If this was a projectile it would be a rather complicated one as far as projectiles go. Hope that helps!

1 Like