ProjectileMovementComponent->SetVelocityInLocalSpace() is not consistent

XynanXDB
Mon, 06 May 2019 08:16:38 +0000
World Creation

Hi, currently I’m making a grappling hook when I prespawn the hook in front of my gun, shoot it, add velocity, hit something, stop or if it gone too far it will retract back.

The hook works perfectly if I didnt hit anything, the codes below.

void AGrapplingHook::AddVelocityToBullet()
{
    StaticMeshComponent->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
    ProjectileMovementComponent->SetVelocityInLocalSpace(FVector(BulletMovementSpeed, 0, 0));
}

However, SetVelocityinLocalSpace stop working if I retracted the hook from a wall. Is there anyway I can set velocity multiple time?

I tried doing it in blueprint but the velocity still stays 0,0,0 after I have retracted the hook from the wall.

Here’s the code for retract:

void AGrapplingHook::RetractHook(float DeltaTime)
{
    if (!IsValid(GetOwner())) { return; }

    ProjectileMovementComponent->SetVelocityInLocalSpace(FVector::ZeroVector);

    FTransform SpawnpointTransform = GetSpawnPointTransform();

    FVector LerpedLocation = UKismetMathLibrary::VLerp(GetActorLocation(), SpawnpointTransform.GetLocation(), DeltaTime * 30.0f);
    SetActorLocationAndRotation(LerpedLocation, SpawnpointTransform.GetRotation());

    float DistanceBetweenHookAndPlayer =  UKismetMathLibrary::VSize(GetActorLocation() - SpawnpointTransform.GetLocation());

    if (UKismetMathLibrary::NearlyEqual_FloatFloat(DistanceBetweenSuctionCupAndPlayer, 0.0f, 0.5f))
    {
        AGun* Gun= Cast<AGun>(GetOwner());
        AttachToComponent(Ranged->GetSkeletalMesh(), FAttachmentTransformRules::KeepWorldTransform, Ranged->ShootSocket);
        bIsRetractHook = false;
    }
}

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