Recommended approach (used in many games)
Instead of relying on blocking collision, use a Trigger Volume (Box/Sphere Overlap) and handle the behavior manually:
1. Detect entry into boundary
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Place a larger invisible volume where the âsoft wallâ starts.
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Use
OnComponentBeginOverlapto detect when the player enters it.
2. Gradually reduce player control
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As the player gets closer to the edge, scale down their input or velocity.
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For example:
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Map distance â speed multiplier (1 â 0)
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This creates that âpushing against resistanceâ feel
This is a known technique: mapping distance to movement limits instead of stopping instantly (Epic Developer Community Forums)
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3. Apply opposite force (rubber band)
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When inside the volume, apply a force or movement offset back toward the center:
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Direction = (center â player position)
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Strength increases the deeper they go
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4. Release behavior
- When player stops pushing, the force naturally pulls them back â gives that elastic feel
Alternative (simpler Blueprint logic)
A very common pattern suggested by UE devs:
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First phase: slow player to a stop (~1 second)
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Second phase: apply increasing force pushing them back
This creates a smooth 2â3 second interaction instead of a hard stop (Epic Developer Community Forums)
Implementation tips (important)
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Avoid pure blocking volumes â causes your âstuckâ glitch -
Use overlap + manual velocity control -
Modify:-
Max Fly Speed -
or directly scale input axis
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or use
Add Force/Add Movement Inputin reverse direction
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Use a falloff curve (Float Curve asset) for smoothness -
Clamp max pushback force so it doesnât feel jerky
Bonus: âStar Fox feelâ
For that classic Star Fox boundary:
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Use a camera-centered box
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Always push player toward screen center (not world center)
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Add slight camera shake or tilt when pushing â sells the effect
TL;DR
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No built-in UE5 feature for this
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Donât use hard collision
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Use:
Overlap Volume + distance-based slowdown + reverse force -
Think of it as a soft constraint field, not a wall