Kart Racer Projectile behavior.

Messed around with this but can’t get it to work. While the hover component works, it does not work in combination with the Projectile movement component. The linear damping needed to stop the hover z forces getting out of hand also dampens the projectiles x/y velocity which is initially set by the projectile movement component.

It doesn’t seem to be a very efficient way of doing this either as it’s running a tick for each projectile and you may have to add multiple hover components to a static mesh to get it to behave properly.

So back to the drawing board.

I think the simplest way would be along the line I was going. The projectile behaves well. I just need it to only bounce off walls, not the ground, and to climb certain angles. There should be a way of doing this using only hit events which should be less demanding than tick. I’ll keep searching for the answer. I don’t think my blueprinting skills are good enough for this yet.

-edit-
Having played around with physics materials I pretty much got the desired effect by having separate physical materials for the wall, floor and projectile. The floor now has 0 friction and 0 restitution with the projectile while the wall has 1 restitution so I get no bounces on the floor now and 100% energy conserving bounces with walls. It also slides on the floor now. The only thing left to fix is the projectile ramping into the air off small slopes and lips which I assume can be fixed with walkable slope and some sort of z axis modifier. Still any input welcome here.