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Pawn Velocity Momentum and Forward Thrusting

Hi folks,

I have tried every possible way I am capable of and just can't find a solution to my problem. Maybe someone in here can point me into the right direction.


  • Blueprints only

  • Camera is locked to an iso perspective

  • Lets assume the Pawn is a cuboid

  • My Pawn (parent class: pawn) can move forward/ backwards and keeps its momentum until you go into the opposite direction (


When I turn/ rotate the pawn, it moves into the direction the front is looking OR When I turn/ rotate the pawn, it rotates around its axis but when I i want to move forward it keeps on adding velocity to the initial forward direction

What it should do

The pawn rotates around its axis, but still moves into the initial direction. If I hit the forward key, it should move into the direction including the momentum of the previous forward direction.

Probably like Asteroids?! (Havent played it, but it looks similiar)


  • The example Blueprints Ufo does it the way I would like to use it. But its key movement depends on the direction the camera is pointing. So this didn't help as my cam is locked to the pawn

  • I have tried it with torque, add force, add force at location (no idea how to get this to work properly), physics linear velocity, local offset, ...

  • I am not providing a Blueprint as I dont think it helps. I have done about 10 ways and don't know which one to show

I have tried so many ways, that I even dont know which should be used as a basis.

Thanks a lot in advance for any help please excuse my spelling

/edit please take a look at this video. the movement at 4:44 - 4:46 is what i am looking for https://youtu.be/LG1CtlFRmpU?t=4m39s

Product Version: UE 4.10
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asked Jan 10 '16 at 02:22 PM in Blueprint Scripting

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If you're not already, you should probably be using ACharacter instead of APawn as the class for this actor. This has a CharacterMovementComponent that has the controls you're looking for when in "flying" mode.

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answered Jan 13 '16 at 06:30 AM

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Ryan Darcey
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avatar image MeMe Jan 13 '16 at 02:26 PM

thank you for your reply

shouldn't ACharacter only be used for humanoid chars?

flying doesnt solve my issue as i need the pawn to adept to angular landscapes without adjustment by the player.

i have redone everything and went the simplest way possible. looks fine so far. but could just do a few tests, so other issues may occur.

  • for forward/ strafing i chose "linear velocity"

  • turning via localrotation

linear damping was probably the issue at the time i was asking. it was set way to high, to which my line traced "springs" responded with a lot of "grip"

avatar image Ryan Darcey Jan 13 '16 at 07:09 PM

ACharacter should probably be your starting point if your character is going to have a skeletal mesh, for sure. You still might consider it just to make use of ACharacterMovementComponent. It's does A LOT of work for you, including setting you up for networking if you ever wanna go that route.

avatar image MeMe Jan 14 '16 at 12:00 PM

thanks for the advice. will have a read into it

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