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Glad you like the rewrite :slight_smile: Looks like I missed the derived values. I thought of getting rid of them in rewrite, but since you seem to find them useful I added back the links and updated with a 0.9.4 release with the fix

Update to 0.9.4
-fix derived values (acceleration, velocity and angular velocity)

grab the latest release to get the fix. Let me know if anything else is broken :slight_smile:
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That does the trick ! I used the acceleration values to create an input axis to drive the opening of drawers and doors on a project I’m working on.
Thank you ! :smiley: Now I just have to get the same data out of Epic’s MotionController setup >.<

Update
I managed to figure it out using the MotionController setup as well. I used the WorldLocation of the MotionController’s StaticMesh and ran that through GetPhysicsLinearVelocityAtPoint, then I normalized the resulting vector and multiplied it by WorldDeltaSeconds. Then I broke the vector and for my needs I multiplied the Y Axis by a modifier (10 in my case) and then by -1 to invert it. Did all in a function that gets called on tick, probably not the most efficient way but I don’t see any slowdown for my purposes :slight_smile: