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Creating a radial impulse upon impact

I've been trying to manipulate the first person blueprint project to allow the projectiles to explode and apply a radial impulse to any nearby boxes. My problem is that the radial impulse seems to not work at all. What I've told it to do is to create the default explosion blueprint on the point of the ball's impact, in which I told it to grab a Capsule Overlap Compenents to find out which components are in the area, after which it will apply the radial impulse to the found objects, which is the only part of the whole thing that doesn't work. Even using a material set node will apply to the proper objects, just not the radial impulse. I've tried to put it in the projectile blueprint as well, but there is still no success. Any help would be appreciated, I honestly thought this was going to be easy.

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asked Mar 20 '14 at 11:41 PM in Blueprint Scripting

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avatar image Ben Halliday STAFF Mar 20 '14 at 11:54 PM


Can you post some pictures of your Blueprint's Event Graph? The community might be able to walk you through the process if they can see how you're going about it.


Ben Halliday

avatar image SurelyExploding Mar 20 '14 at 11:59 PM

alt text Alright, here is is. Everything else in this works, just not the impulse.

avatar image User-1420270633 STAFF Mar 21 '14 at 12:13 AM

I see your running this from the construction script... is this an existing blueprint that came with the project, or one that you've created from scratch? Have you tried running it from an EventBeginPlay node in the EventGraph? Don't know why that would matter, but just trying to throw out some ideas to help get you off and running.

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2 answers: sort voted first

I found out that the boxes were so heavy that a force of about 10 million is required to move them. This was really unexpected, sorry for wasting everyone's time.

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answered Mar 21 '14 at 03:13 AM

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avatar image User-1420270633 STAFF Mar 21 '14 at 03:59 PM

Happy that you figured out a solution. Please, don't hesitate to post again if you run into any other hiccups.

Cheers - Mike (Epic Games)

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You want to make sure your components are set to "Simulate Physics". You can do this for specific components in their property window (under the "Physics" section when they're selected), or there's a blueprint node titled "Set Simulate Physics" that you can use to enable/disable the simulation.

Hopefully this resolves your issue. Be sure to post again if it doesn't!

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answered Mar 21 '14 at 12:02 AM

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User-1420270633 STAFF
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avatar image SurelyExploding Mar 21 '14 at 12:05 AM

I'm using a default level, so the components are already set to simulate physics. The most confusing part about this is that the Impulse on Location node on the projectile by default works, but using this with almost the exact same setup doesn't.

avatar image Rama Mar 21 '14 at 12:08 AM

Cant help but smile at how the name of your thread is so appropriate for your user name!

Are you always going to be posting UDN topics related to your name?



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