# How to stop a high-velocity object from bouncing off?

**URL:** <https://forums.unrealengine.com/t/how-to-stop-a-high-velocity-object-from-bouncing-off/2025850>\
**Category:** Blueprint\
**Tags:** bounce, unreal-engine, Physics, question\
**Created:** [September 18, 2024, 8:31am UTC](https://forums.unrealengine.com/t/how-to-stop-a-high-velocity-object-from-bouncing-off/2025850 "2024-09-18T08:31:57Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![turbotanaka](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Post date:** [September 18, 2024, 8:31am UTC](https://forums.unrealengine.com/t/how-to-stop-a-high-velocity-object-from-bouncing-off/2025850/1 "2024-09-18T08:31:57Z")

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How stop bouncing when object move faster than a certain speed?  
It’s rare for a bullet to bounce off soft ground, so i’m want to replicate that.  
I tested an object flying at 800 to 5000 m/s hitting the ground, but all of bounced off at fast speed.  
I tried setting Restitution to 0.0 in the both physical material but it had no effect.

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [September 18, 2024, 8:45am UTC](https://forums.unrealengine.com/t/how-to-stop-a-high-velocity-object-from-bouncing-off/2025850/2 "2024-09-18T08:45:34Z")

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Perhaps you could apply the desired opposing impulse manually on hit, in a similar fashion to what was suggested here:

> [@Noob question - Physics Material not working, no friction applied](https://forums.unrealengine.com/t/noob-question-physics-material-not-working-no-friction-applied/2017662/4):
>
> Perhaps you could read the value of the physical material the ball is rolling on: And apply a force in a direction opposite to the velocity? The flat platform closer to us has a friction of 1: In this very case, all values will matter, ofc. And another way is to modify the Linear / Angular Damping factor of the simulating mesh.

The math can be done much better, ofc - it was just an example. Some kind of curve would be nice, surely.

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edit:

> [@turbotanaka](#):
>
> a bullet to bounce off soft ground

I am under the impression that the PMC overrides what the physical material is trying to do:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/e/8/fe8f61b4febc7dc96722719dc8c01c2f8f64b4da.png)

In which case (tested it only very briefly) you may need to either switch to your own physics sim, or apply the effect manually as suggested above.

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Cool story, never realised the PMC vs just physics sim does that (`Restitution` set to 0 and with `Min Override`):

There, I learnt something today. Try something along the lines of:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/f/7/7f7ac11f92079cc762f88adfde88a003e56fb001.png)

With the restitution set to 0.5 - every contact halves the projectile velocity. Massage some values as needed, ofc. Also, even though there is no material assigned to other surfaces, a default is always provided, spitting out default values.

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**Author:** ![turbotanaka](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Post date:** [September 18, 2024, 9:33am UTC](https://forums.unrealengine.com/t/how-to-stop-a-high-velocity-object-from-bouncing-off/2025850/3 "2024-09-18T09:33:05Z")

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Sorry i do not use projectile movement component.  
It is too many unnecessary features…

But your reply gave me a hint.  
Setting Linear Damping instead of Opposing Impulse gave good behavior.

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [October 18, 2024, 9:33am UTC](https://forums.unrealengine.com/t/how-to-stop-a-high-velocity-object-from-bouncing-off/2025850/4 "2024-10-18T09:33:11Z")

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