Move and keep actor at point with impulse/force

Hi @Enjoy… as you’ve likely come across by now… when using UE physics… to make this happen reliably using Impulse and Force, with the many possible combinations of physics object settings and world settings. There is also accounting for the tick rate, which will vary depending on the players’ systems.

Truly, such a simple thing becomes complex… which is why for simplicity, reliability and performance… many, many designers avoid purely physics solutions. So, if this would be an option I’d do the movement without physics :slight_smile:

If it was me, and I REALLY NEEDED a dynamic physics solution, I’d consider the following steps:

  • a fixed physics tick rate for your object
  • adding one or more PID controllers… maybe 1 to track rotation to target and 1 to track thrust (I think there are a few free on the marketplace, and I’ve posted here about them elsewhere)
  • experiment with the settings

Imho, it’s achievable, but physics isn’t really designed for an exact outcome every time.