Struggling to calculate the vertical component of my vehicle's velocity vector.

Hello, I’ve been making the foundations for a vehicle with arcade-y physics, everything has been going well with it, but i’ve been having a bit of a problem when it comes to friction when turning.

I want to be able to get the vertical component of my vehicle’s velocity and apply an opposing force to it in order to adjust how slippery it is.

I know how to calculate it, but i’m struggling with putting it into nodes, i already have a debug line that shows my vehicle’s velocity, but none of my attempts to calculate the vertical component of it have proven to be fruitful.

I’d greatly appreciate any help with this, as i can’t seem to be able to calculate it myself despite my reasearch.

Hi welcome,

So Velocity vectors .Z component already your vertical speed

If your vehicle turning tilting you can do something like this

So you can with these additionally counter forces to balance things.

However how slippery if I am getting it right what you are saying will not be effected. Depending on your vehicle setup and its aspects can be anything.

If this is a ground vehicle you can add some spoiler forces to push vehicle ground but won’t effect the actual friction coefficient.


I feel maybe you are looking not Vertical but maybe your Lateral velocity since you mentioning slippery etc. then GetVelocity Dot GetActorRight is your lateral velocity. However you can just play with the linear damping on the mesh to see if it achieves what you want.

If you can share a short video of the current behavior and what you’re aiming for, it’ll be easier to give a more targeted answer.