Throw items in a random direction on spawn?

I’m trying to create a sort of Ratchet and Clank/ Legend of Spyro kind of mechanic where as an example in R&C bolts are spawned from a crate and are thrown in a random direction before being able to be picked up. Is there a way to do this in UE4? I’ve tried spawning in random location but that leaves them floating in space and I can pick them up instantly. I’ll post screenshots of my BP if necessary

I don’t exactly understand your problem?

How are the objects that you are spawning supposed to move after spawning?
By default objects just stay where you spawn them.

If you want to make them fly in different direction you need to either switch on physics on the root scene component (which will let them drop with gravity) or you can add a movement component and let that move your actors.

I want it to act something like this, notice how the gems don’t get picked up right away but instead get thrown in some random direction and are then picked up. My problem is I cant seem to figure out how to make them spawn like that because if I use a random they just pop into existence and that’s it, no movement

I wonder if you could convince the homing projectile to act like you want:

Image from Gyazo

edit: It seems that it’s actually easier to just scoop everything up with an interp:

Image from Gyazo

The character has a sphere collision that calls Scoop and destroys actors that collided with the player’s capsule.

assuming your using add impulse, then you need to make sure you’re simulating physics, and you need to multiply your direction vector by a scalar value to control the force applied to them.

You will probably need a state for getting them to work how you want.

1 State: Spawn and fly
switch on simulate physics add an impulse or force to the spawned object, let it fly and fall

2 State: Collect
After some time (delay or timer) switch to the second behavior. What you could do is what user Everynone below suggested
Switch of physics, enable the homing a projectile if the player is close enough.