i have a hard time figuring out how to solve this puzzle.
let me get you on the same page:
- i use six dof mode to lock the z Position for all physical actors; so i only use x and y.
- i got a player and a ball to shoot; the latter is currently shot with a radial force component placed in the player blueprint.
- the shot strength is variable due to keydowntime and a multiplier.
- how the player is moving his character does not really matter to me. at the Moment he is a ball using torque.
right now when you are shooting the ball no matter the method (Impulse, force, and so on) the result will be a straight line.
i would like to store the players axis input in a variable (or use it on the fly) and use that value to “add an arc/curve” to the shot.
result should be something like this:
imagine you shoot the ball and turn your Gamepad stick sideways relative to the position where player and ball hit. the result should be a curved ball.
if youd shoot the ball and tilt the stick backwards relative to the hitpoint, the ball should go straight first and basically roll back to the position (and possibly beyond) where the shot took place.
do you think this is possible with physics? or do you think one should fake it… and how?
thank you so much for your ideas, hints and time!