Physics Handle problems

I have made a pickup system using the physics gun from the BP content examples. My only problem is, if I move my aim really fast and release the item it shoots off at incredible speed. How can I limit this super human strength throwing speed?? or stop it all together?

Thanks

Have you used the blueprint from the content examples exactly or have you modified it? Reason I ask is because if you press the left mouse button it should drop the item but if you press the right mouse button then that fires the object away from the player. I believe there is an Add Impulse function used in that blueprint with a float used to multiply the effect which you could lower.

Do you have a screenshot of the version of the blueprint you have?

I have used it exactly however I changed mouse press to E key pressed and released. So nothing has been changed to how the BP works. I can post a small video of the problem tomorrow if that would help. I can pickup the object and drop with no problems it’s just if I look really quickly up it goes into space or look really quickly left or right I can get a home run with a table. Not very realistic.

Thanks for your reply.

If you look at this function titled Poke Object in the blueprint you can see attached to get forward vector a Vector*Float node which increases the magnitude of the force applied. Maybe have a play around with the value of the float as reducing it should lower the force on the grabbed object.

When releasing the object (after the “Release Component” node), you can use the following to limit the object’s velocity:

My “Interacting Component” variable is the component that the physics handle was holding - you’ll need to store this in a variable when you start holding it (the object you pass into the “Grab Component” node) since I don’t think there’s a way to get it from the physics handle itself. The value I have set for “Max Throw Velocity” is around 1000. Just tweak that to your liking.

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You are the man!! thank you so much for your help

Thanks for the solution, Exit0sus. I’ve also discovered, that you can use 0.1 seconds Timeline to normalize the velocity of the released object (to 1000) so that it’s gradually slowed down instead of an instant stoppage in the air.