Using a Geometry Collection as a projectile

I’m currently doing a project for a vr class where the goal is to make an arcade like experience where you as the player are punching projectiles out of the air, the idea is that the projectiles should break upon being hit but the projectiles fail to even launch and only spawn and drop, I currently have a blueprint as a geometry node with projectile on it, and cant figure out why it doesn’t fly.

If you have answers I would be glad to hear them, Thank you for reading this.

Hey @Turtle0207! Welcome to the forums!

So I think the reason is that projectile movement requires that the object does not simulate physics… and geometries have physics enabled. Now, if you want to keep the physics use physics nodes like “Add Impulse” which computes force vs mass (gotta use a big number).

If you’d rather have something more akin to a bullet trajectory-wise but slow-moving, maybe have simulate physics turned off and use a static mesh then switch out for the geometry at the very last second and turn physics on?

Let us know your thoughts!

Thank you, one last issue I have is that the projectiles are firing on the y axis, away from the location its supposed to be fired at, and its stuck on the Y axis in that specific direction, even turning the “canon” does nothing. Any fixes you know of?

We’re going to need a lot more details! :slight_smile: I would start by supplying the code from the projectile, the code from the launcher where it creates the projectile, and any movement supplied to the projectile. From what I understand it’s launching on Y so it’s launching to the right, not up or forward?