How to use a Physics Volume to make a Mesh Slowmotion?

Title says it all. how do i use a Physics Volume to make the meshes that go in stay in slowmotion until they go out?
i’ve been having a lot of trouble doing this =/

Hello vyzor,

One way to go about getting your character to move in slow motion using a ‘Physics Volume’, would be to check it as a ‘Water Volume’ option and increase the ‘Fluid Friction.’ This will cause your character to move slowly through the entirety of the volume. You will also want to change your character’s blueprint ‘Buoyancy’ so the player does not being to float through the volume as if it were water.

This option can be found within the ‘Defaults’ tab of the ‘MyCharacter’ blueprint (if you are using blueprint template project).

Buoyancy Option

Now if you want your characters animation to slow down as well you will want the physics volume to ‘Generate Overlap Events’ and call your characters animations to change upon ‘Overlap’ of the volume.

Let me know if you found this helpful or if you need some other suggestions.

Cheers,

that actually made understand more about the problem. but i wasn’t able to fix it.
my Issue is not making the Pawn, player Char, in slowmotion, the issue is making a physics Body in slowmotion, i have a BP that spawn’s Bp’s with a physics object and a light inside that object, that’s what i want to put in slowmotion =/

Hello vyzor,

I am glad you understand your problem a bit better. To clarify, you want to spawn a physics object with a light inside that upon entering a physics volume, it begins to act as if it were in slow-motion?

Cheers,

exactly! i have a falling Ball and it has a Light inside, when it reaches the Volume it should go into slow motion until it gets out of the volume

Ah in that case, the suggestion I had for you would not work because ‘Buoyancy’ and ‘Fluid Friction’ only apply to a ‘Pawn Class’ with a ‘CharacterMovement Component’.

Unfortunately the only way to actually simulate this kind of physics interaction would be to “fake” it using a Timeline. In other words, when a physics object overlaps the volume then apply an interp from point A to point B at a constant speed.

The other option would be to edit the code for the physics simulation you are attempting to produce. I found a good link on the Forums which should at least give you some direction on where to start with this approach.

Custom Physics Forum Thread

Hopefully this helps!

Thank you so much, wish there was an easier way to do this =D
Thansk.
Cheers!