Hi, I’m trying to use this function but can’t figure it out. So my goal is to add a velocity to the projectile at specefic time and send it to specific place. Firstly I create the projectile with 0 “initial speed” but then I want to add an impulse to it with the velocity.
Just adding the velocity works really well with “homing” but I don’t want to use homing. I want to shoot it to specific place.
Because if the path got blocked it will fail to return the velocity.
I met this before and don’t know how to resolve it.
I think it’s a feature?not sure.
So I used another one(suggest projectile custom arc).
That one always succeeds.
But the flying speed can’t change.
I figured out the issue with the trace: it’s not ignoring the player, so the player is actually blocking the trace, and then the trace is considered as blocked and can’t find a solution.
The projectile method itself accepts ActorsToIgnore, the BP version just doesn’t pass it.
Created a method on my own in c++, added ActorsToIgnore argument and param, and it works now.
Note: if you do add that, don’t forget to add both the character and the target platform as ActorsToIgnore
zero vector from that node almost always means the trace thinks the path is blocked. the player capsule blocks it by default, so either test with do not trace first or pass both the shooter and the target in actors to ignore.
then match the gravity you solve with to the projectile, if the solver uses default gravity but the projectile movement has a different gravity scale the preview and the flight dont agree. start with arc param near 0.5 and tune from there.
you can also try Gravity & Ballistics Toolkit, a launch solver for Unreal Engine that returns low or high arc velocities and tells you when the path is blocked: Gravity & Ballistics Toolkit — Planet Gravity, Zero-G & Arc Prediction | Fab