# Simple Ball Trajectory

**URL:** <https://forums.unrealengine.com/t/simple-ball-trajectory/254423>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [October 6, 2021, 11:57am UTC](https://forums.unrealengine.com/t/simple-ball-trajectory/254423 "2021-10-06T11:57:44Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [October 7, 2021, 7:05am UTC](https://forums.unrealengine.com/t/simple-ball-trajectory/254423/11 "2021-10-07T07:05:27Z")

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> [@BaseReality](#):
>
> But I have the same issue on both where the velocity of the ball is not constant and keep slowing down to a stop.

Using a floating movement comp means applying an input vector every frame (called `TraverseDir` there) multiplied by a Speed coefficient. So, technically, nothing can slow you down / speed you up since you override it anyway. Or perhaps this needs adjusting:

![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/7/4/743300da2565b693cbf8c5b5e8e6ab5a94b1df76.png)

Velocity values for the above. Needs testing for more than a couple of mins, surely, though. 😉 The result seem OK at a glance but who knows how far you need to take it and what you’ll run into:

From my experience, the biggest gripe with this method is handling inter object collisions as movement comps don’t like other movement comps. It needs a separate calculation on impact.

* * *

When it comes to using physics for this, have a look at this thread: [Trying to make a ball that speeds up after each bounce AND doesn't get stuck between parallel walls. - #5 by Everynone](https://forums.unrealengine.com/t/trying-to-make-a-ball-that-speeds-up-after-each-bounce-and-doesnt-get-stuck-between-parallel-walls/150819/5)

CCD (optional, depending on top vel), position & velocity solvers may need adjusting, a physical material is a must. The thing is that the latter opens up so many gameplay possibilities that it’s hard to ignore what it offers.

* * *

My experiences with using the _projectile_ movement component were OK, too; but leaning towards mixed. I don’t have a thread or example about that.

edit:

![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/e/9ec2dc235e8cc36e330a206e5d0b8955ab063047.png)

At least the projectiles bounce nicely off one another with this:

* * *

Now, if @RichmarIII adds their method, there’d be a nice set of ideas here. Good luck!

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