Maybe I should make a newer ramp actor from a wedge object, for one. Also, the sphere currently falls when a button is pressed to simulate physics. I’m not sure how making an animation would solve the problem, if you’re referring to a level sequence. I’m also not totally sure of what you mean by spawning a new actor. Do you mean making a second ball?
Ok, so ball park idea here, what if instead you swap off the projectile movement, and run an event tick that checks momentum on the ball. When ball hits X target its reverses movement and adds X movement to that number. run a trace command that checks to see if the ball hit an object at Y location and Fire a pin in the ball activating and giving it X movement. Exc Exc.
So you’re saying I should try putting in a group of nodes that starts with an Event Tick and use a trace node to keep track of movement with X, Y and Z coordinates?
Could work, lemme know how it goes
Yep that is one way.
Okay, so I recreated the sphere as part of the ramp actor so it rotates when the ramp does. The below code is under the character BP for the ramp.
Under the ramp actor’s BP itself, we have this.
Also, here’s footage of the results so far. I had to restart my laptop after fixing the registry so it could record footage via game capture again.
keep going and you’ll get it at some point, tick on either 1 frame for the showing of trace data or duration. the persist would make a lot of traces and make it very slow. At this point you’ll have to figure the rest out.
So far, the ball just bounces upward a bit then rolls along the wall.
To give a better idea on what I’m aiming for, here’s this clip:
Then see if setting the object to flying and have no gravity when it hits the wall so it fly’s around is what you want, once you have a lock on how it works IE the cone in which it shoots the ball backwards from then tweek it till its what you want. That should fix your issue.
Then there’s something I should have said sooner: I want the ball to be traveling at a constant speed while it rolls and bounces down the two-wall lane.
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you would not want to run the event tick into the set linear velocity, you run that as a custom event that is called from the bumper



