Yep, that’s a good summary of what I’m trying to do.
Works fine at lower speed, but this issue appears at higher speed only.
Looks to me it’s a limitation of the engine, likely some inaccuracy in the calculation which is sufficient to make a mess.
In fact when I make the shield ridiculously large (like 20 times the ship) the problem disappears.
The problem is stronger, the smaller the shield is compared to the ship.
Really sounds like calculation inaccuracy to me
I will just change method.
I will start by making the shield an actual static mesh around the player and see how that behaves. I’ll have to re-blueprint quite a bit, but it’s entirely doable
Another funny approach can be to “pretend” to have a shield which is just above the hull and show a shader when the hull is hit.
Both are funny experiments to try out, although as a beginner I’ll likely take a while to get them to work xD
The important point is that I can reach a stable solution which I can then replicate on N other ships without further rework
Thanks a lot!
In case any other ideas pop up, I’ll be happy to try them out