Oh cool, thank you again.
I use similar stuff, to track down/limit velocity, when throwing objects with physics handle, but it’s hard to trim to get the desired look/feel.
It quick gets the feel of someway “own” gravity system, but for the impact stuff it could be nice!
I tested it before on my inventory, but the problem there was, that i use events for while overlap and they seem to get “nulled” sometimes, while i tried last times.
I made/tested yesterday many different projectiles and some of them are working without errors, but they used no subprojectiles.
The spawned subprojectiles caused problems, because i set collision to “no collision” after spawn, but not in the construction script, of the actor itself!
After adding it to the construction script, some problems where gone, others not.
Now i understand that there seems to be a small millisecond, where the object is spawned with collision and then disabled in event graph.
That small tick of existing collision was a problem too, so far i could understand that weird behavior.
Also it seems to make a difference, if the collision object has a pinpoint at front, or some sort of partial sphere collision.
Dunno how to explain, but i thought pinpoint would give cleaner impact results.
But it seems/feels like a flat impact face (no pinpoint= would be better)?
Here a “pinpointer”, have to try different impact regions.
Another weird thing for me is, that many of my BP actors showing in the CB another asset as integrated in the preview, but it’s not in there.
The Head is a standalone BP actor and i use it often, but it shows in most preview, someway confusing. Ue seems to like that thing and suggest me to use it more often and i obey.^^
Stuff to test for days again but i like that “playdevelopement”.