Physics Fail - Object (cannon ball) breaks catapult arm on summoning

When I summon the ammo, the arm of the catapult breaks. This stops of course when I simulate physic, however I NEED to simulate physics to throw the cannon ball.

The BP has the following:

image

Here is the slingarms Physics settings - Previously I set the constraints, however its still “broke” and shimmied slightly and no longer responded to input.

Here are my collision settings. I have done it with and without the materials override.

At being play, I put the arm straight up via set world rotation:

On interact event (set to e) this is my sequence to trigger the events at each stage:

This is the actual event you see in the clip of the arm lowering:

This is the summoning of the ammo (bullette)

This is the alternate summon where I have it summoned to the ammo socket on the slingarm (this takes place of the spawn actor in the previous):

image

I am kinda of my wits end on this. Any help is appreciated.

From the video it seems like the arm is not attached to the base and what happens is that when the game starts and the arm is inside the base it will have to resolve the overlap issue and teleports up. You can use physics constraint component to attach arms and base together, while leaving the arm free to rotate.

Why would you ever need to simulate physics to solve what is essentially linear math?

Max strength - weight of object = speed of launch = rotation of arm.

I will mess with the constraint again. Thank you.

No matter what you constrain. The simulation will never be steady or accurate.

You need the rock to be launched as a projectile, ignoring the catapult body collision.
And you need the catapult arm to move at approximately the same speed you set the rock to launch to give the illusion it is actually propelling the projectile.

That makes perfect sense. Originally I removed the constraint and found myself frustrated because I was stuck on the slingarm moving the ammo. Sometimes one looses the base idea that its all smoke and mirrors. Thank you.

I thought I would follow up and show what I did to get it all working. Thank you again @MostHost_LA .

Lowering Arm:

Summoning Non Physics Static Mesh:

Firing:

I hope this illustrates what MostHost_LA was saying about not needing the physics. Gotta remember we are the wizards behind the curtain. Manipulate things to make them work for you!