Hello to everyone!! I am a newer Unreal Engine user (about 6 months or so) and I have been interested in doing a frisbee/ Disc Golf type game. I followed a YouTube video called UE4 Tutorial: Simple Golf Mechanics (https://youtu.be/ItTQzO4coq4?si=ByYqQLc0sVYKirPB) by AlenLoebUE4 to set up my putting inputs.
After this, I made it so the physics sets when you actually putt, making it more like a Disc throw.
Additionally, I made it so the Disc resets, from the ground, back into the air after a set delay.
Finally, I made it so you can change your Disc angle based on the camera before you throw by pressing “W”.
I would love to make it so the Disc actually spins when you throw it and stops when it’s velocity stops.
If anyone has suggestions to help with this, or any other Mechanics, please let me know.
Hey there @fenntd! Welcome to the community! So if I understand correctly, you want to affect the frisbee’s angular rotation by it’s velocity right? If so you have two primary methods when working with physics objects.
Set Angular Velocity node: Will set the rotational velocity immediately to the value regardless of it’s original rotational force. This is good for when you need to stop or change direction instantly.
Add Torque node: Will add an amount of rotational force, which won’t force the change instantly and will only add/subtract from it’s current forces. This is your bread and butter when it comes to rotating physics objects realistically.
You will often end up using both. In your case I’d use set angular velocity on initial throw based on how hard they threw it, then add or subtract depending on how fast it’s moving.
Hey there @llanyort! Since the physics system is already at play you can just apply force in the direction the wind is blowing for a simple implementation with the Add Force node.