Hi, is real life projectile simulation possible in unreal engine? I have been trying to figure this out for months and still stuck. For my game I want to use projectiles not the hit scan stuff.
I have some questions like;
• What is the max usable velocity in the ProjectileMovement Component?
• Is the velocity in the ProjectileMovement Component in centimeters? if not what units is it using?
• What did these games use? Projectile or hit scans? Dayz Mod, PubG, H1Z1, Fortnight? A long time ago while playing DayZ mod the server was restarting and froze the screen and a sniper bullet was right next to my head so I’m assuming DayZ mod used projectiles?
I added a RPG-7 in my game and created a projectile for it using a blueprint and ProjectileMovement Component with a collision sphere. So far so good, almost, but the projectile won’t register collision unless the object it hits is about 50 feet away or so. I know there are lots a variables with collision and setup but I will just describe the basic adjustments I changed.
984.0 feet per second (Wikipedia)
Unreal Engine Units are in Centimeters so I take 984.0 ft x 30.48 cm = 29992.3 cm. I use 29992.3 as my velocity, right? (1 ft = 30.48 cm in case anyone needed to know where I got 30.48 cm from) Everything looks great but the collision is really bad. I tried everything from around 30+ posts and still no luck. I’m thinking my projectile is just going to fast and Unreal Engine can’t handle these real life projectile speeds? An expert please let me know.
Projectile Static Mesh:
• Removed collision from actual static mesh.
• Collision Presets = No Collision
• Use CCD = Off
• Physics = Off
• Enable Gravity = Off
• Collision Presets = BlockAll
• Use CCD = On
• Physics = Off
• Enable Gravity = Off for now
• Simulation generates hit events = On
• Generate Overlap events = On
I’ve tried it with the collision sphere as the root to and no luck.
Any help appreciated, Thanks