Detaching Actor resets velocity
Hello, I'm working on a platformer wherein the player can grab onto and swing on vines (forwards and backwards for now). Currently I have to attach the player character to a rope component (a series of static meshes linked together by physics constraints) but when I detach the player character from the rope component, the player velocity is zeroed and so doesn't transfer momentum, whereas I need that so that they can launch into other vines and so. I've posted a picture of the before/after code.
From what I understand this zeroing occurs when detaching the actor from the other actor, I also have a Vector which is being set to the vine component's current velocity as well. I was wondering if anyone knew a way to remove this zeroing or override it somehow.
As far as I know you can not use attach/detach when you want to preserve momentum like that. You would have to add force through some function after detaching manually.
To keep momentum you have to use a physics handle. With that you can do exactly what you want.
answered Aug 07 '16 at 05:45 PM
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