This is something I plan to work with myself, and that I’ve already something small with in Unity before I came here.
In Unreal my first attempt is likely to be:
- Create an object in world of the type I would like to simulate
- Set a flag to:
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- Disable Rendering and sound
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- Disables anything that affects the world around it, such as any damage it might deal
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- Set collisions such that the object will bounce but won’t interfere with “real” objects.
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- Create a trail visualizer and add a point each tick.
- Set the time dilation value such that the actor would be ticked FAR more often than normal
- Treat the object as you would a real version.
I can’t promise this will work as you need, but it’s what I plan to try myself. If that doesn’t work I’d do what I did in Unity and run the object’s tick multiple times per frame.