How do I make the projectile balls behave like actual balls?

Hi,

I’m having a hard time modifying the FPS blueprint template. My goal was to make the balls bounce instead of disappearing after hitting an object. I deleted a segment out of the projectile Blueprint and it did it’s job. Then I had the problem, that the balls stop rapidly after loosing enough spped, and when they do, no force is able to move them - nor the player, nor other projectiles. After following the instruction of an answer on this site, I was able fixed that. I just had to change the collision type from ,pojectile" to ,physical actor" and then enable simulation. Great!

Sadly, after fixing one issue, another three popped up. Firstly: when the balls stop bouncing around, they seem to roll forever! And secondly: on random occasions the balls just float right through solid objects! There’s no sense to it! I’m just standing in one place, facing one direction, and shooting at a wall in one second intervals and it’s just a matter of luck if the ball bounces of the wall or clips through it like a ghost! The last issue that I’m having is that the values that I put in the Blueprint graph (the “impulse” float) do nothing unless I go back to the ,projectile" collision type, which restores the issues I described before.

Please help me out with this! I’m sure it’s not hard to get it working, but I simply can’t figure it out. I’ve been trying for two days and I’m getting a little upset! I would really aprecciate your help!!!

Hi Bproof,

I’m sorry you’re having this issue. This is a known bug after the release of 4.1.0 and it has been brought to the attention of the developers.

It did work in version 4.0.2 so as a workaround until the fix comes out, you could open the Launcher > Click the down arrow beside of 4.1.0 > Change it to 4.0.2 > Make a New FPS Project in that.

You may have to implement a few changes that Ben showed you in your previous question, but the basic functionality should be there.

Hope that helps.

Thanks, TJ

I would have never guessed that it was a bug. Thank you for your answer, I’ll change the version :slight_smile: !