pushing a box > box hits wall > actor stops pushing (all good ) But what is the best way??

Hi all,

This is more a strategy/ how would you do this question ? I am not sure I am going about this in a smart way?

Conditions:
Two BP’s involved Character BP and PhysicsBox (movable box)

  1. Actor presses “E” when close to box. This hit result allows placement of the grab handle.
  2. Actor pushes box “isPushing” sent to anim BP. ( Actor " push animation" moves and pushes box)

Question:
Currently I am sending a stopPush message from the PhysicsBox BP to the stopPushInterface. The chracter BP gets the message and stops the character from pushing (sets “canPush” = false) I am doing this from a get hit result from the physics box hitting a wall,(the actor is ignored) (if a hit occurs compare the velocity of the box to the actor, if they are not equal (with a tolerance) then send the message to the interface, “stopPushing”

Does this sound like a good way to do this? It appears this could be done in any number of ways. I would love to hear what is the most sensible approach, since I am a relative beginner at this.

On a side note: I have minimized a jostling effect when the actors hit result first makes contact with the box. I did this by setting the pickup distance. This still does not completely get rid of the jostle. Any insights?
Thanks,
Greg
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In my life, I learned that if it works, then it’s a good.
You can learn to optimize it later.

Premature optimization is the root of all evil?