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Get velocity of object that not simulating physics?

I understand if I enable physics on something I can get eh velocity, but I don't want to enable physics on these objects, yet they are being swung/thrown/moved around in the space and I still want to know the speed of the movement of them.

Any way to do this?

Product Version: UE 4.11
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asked Jun 15 '16 at 02:43 AM in Blueprint Scripting

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Since there are no answers, I'll write my method.
I am doing it by subtracting current location from last location and getting a vector length of that vector. The result is in unit/frame which you can divide by "get world delta seconds" to convert into unit/seconds.
- Last location is a vector variable, which is set on tick after getting the result.
A bit hacky way would be to add a constrained physics object to the one you want to measure speed of and use get velocity node on that constrained physics object (haven't tried this one though).
If there is a better way please let me know, I could use it :)

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answered Nov 23 '16 at 03:52 PM

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avatar image Rareden Jan 23 '19 at 03:13 AM

Old thread but alternatively you can use a flip flop on the tick, i.e, A sets position, B does nothing or computes the velocity. Either way you will get the difference between the frames

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