Is there a node, or option on the details panel for clamping velocity?
For what? an actor? pawn? character? physics object?
If a pawn or character look in the movement component settings. Physics objects I believe have a limit, but not sure as I’m still on 4.26 physx.
Otherwise you may need to use BP nodes to: get the velocity vector, normalize it, then multiply that by your limit and re-set the velocity to result vector.
Its for a physics object
Also, is there another way to define the max velocity without having the input of “Set Linear Velocity” be the direct clamped value? that means that i can make it a desired value with or without interpolation
I could be wrong but I don’t think there is a limit value for the velocity for physics objects. In my projects I clamp velocities per tick after calculations. I use c++, but it should be fine on tick for blueprint if you keep it to math functions.
It depends on how you apply the velocity. Are you setting it or adding it?
If its set velocity directly to a value, clamping would work with your method but adding wouldn’t or at least can’t seem to find a way
I apply forces/impulses, then do a final clamp using set. I think you are correct, just adding I don’t see a way either.
Mhh, i think i have to sleep on it. I’ll get back to you later tomorrow if i come up with a solution
If you are adding it, you could check velocity, then only add if velocity is below your MaxVelocity? hard to come up with a solution not knowing the exact situation. Hope your rest gives you clarity
A good nap and hours later, i am still no where near finding a solution.
Would appricate any help
Anyone?