I’m working on a horror game and I would like to have physics objects interact randomly with the player as if a Poltergeist were possessing the objects. To add some unpredictability I’m hoping for cool BP system as suggested below and I wondered if I could get some general pointers.
I can imagine some alternative ways to achieve a similar effect but here’s my prefered idea. The player character contains a trigger sphere which controls the range that interactions take place. Once the trigger overlaps a physics object maybe 1/20 times the overlap causes an in range object to move/jolt, ideally also with a varying degree of intensity. This would mean many physics objects would be ignored most of the time but on occasions objects could move very slightly or fling across the room. My main question is can I do this with a single BP in the player character interacting with simple static phyics meshes or will all the individual physics objects need to be BP’s, also how do I ensure the “jolt/fling” respects the mass of the interacting object. For example it makes sense that the bottles would fling further than lockers which would barely move.
I think this system could benefit lots of begginers working on horror games and once I get this system working I will share my setup.