I think I may have discovered a bug. I have created a bullet that shoots very slowly, if I shoot the bullet into something, and then climb onto the bullet, and jump, I am launched as if the bullet has transferred it’s original momentum (it is now holding still) to the player. Attached is a quick GIF to demonstrate.
As you can see, I am creating clusters of bullets, and when I jump while standing on them, it moves me in the direction that I shot the bullet, I am holding completely still when I jump, but it moves me. Is there a reason this is happening?
I do not have any blueprint nodes added to my projectile, I just spawn my projectile (My projectile has a projectile movement component) , I also do not have any physics set up besides the player defaults.
Both only one, and multiple. Attached is the FPS template that I replicated this with (in UE 4.8), here is exactly what I did after creating the template: Made a bullet BP, added a collision volume (blockAllDynamic), added a rectangle to represent the bullet, added a projectile movement component and set the inital speed to 1000. Next, I went into the character blueprint, swapped out the spawned actor from the yellow projectile to a bullet BP I made, removed unnecessary sounds that play when shooting, and set the projectiles spawn location forwards a bit. Now if I play the game, and shoot somewhere, and then get on top of the projectile, and jump, it launches me as if I inherited the projectile’s initial velocity.
Unfortunately our internal firewall is preventing me from accessing that download link for security reasons. Can you upload the project to a trusted FTP service such as Dropbox and send the link? I’ll be happy to take a look!
I am trying the same thing and after awhile of playing around I just simply deactivated the projectile after collision and it then stopped ‘pushing’ the character when I tried jumping.
I know this is an old post but who knows.