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After I generate an impulse on my Player Pawn's Radial Force... the physics seems to be affected

alt text

There are screendumps of the key blueprints at the end.

I'm a bit puzzled, because I 'think' it's all set up correctly so maybe its a bug :)

I'm making something like a simple, home-grown guided missile system, in Blueprints. For certain reasons, I'm not using the native projectile component. And I'm using not using C++ or touching any part of the NavSystem.

When I launch the game, everything works as intended up to a certain point. Here's how it goes in my home-rolled missile blueprint:

  • enemy (a physics-enabled pawn) chases the player like a homing missile (for testing purposes, their MaxSpeeds are the same... and I can see this as I play... all good up to here)

  • enemy catches the player

  • a simple HitEvent is triggers a RadialForce impulse on the Player Pawn (there is 0 Force factor on this component, I've checked this several times, and I've set 'ignore owning actor')

  • enemy bounces away

  • enemy resumes the chase (all good up to here)

The thing is, in game, after resuming the chase... the enemy is NOW flying... roughly.... 15% slower than my player. The enemy can no longer quite match the MaxSpeed of the player. When I print their CurrentForwardSpeed to the screen:

  • the player's is -700 (coinciding perfectly with his MinSpeed, he's flying in reverse)

  • the enemy's is 700 (again, coinciding perfectly with his MinSpeed, he's flying forward)

Always, when I begin play, the enemy observably flies at the right speed... but after the first collision which fires the Radial Force impulse... the enemy NOW observably flies about 5% slower. Because the enemy recovers after each bounce, and gives chase again, I can keep on allowing the enemy and player to collide ...firing the RadialForce impulse... the enemy keeps on flying slower and slower, about a 5% reduction each time, after each collision.

However, when I print the players speed to the screen it's always -700 and the enemy speed is always 700, when they accelerate to their top speed. But the enemy always flies observably slower after a collision (he works fine and always flies at the right speed before any collisions).

Some things that might be useful to know. I've:

  • set the "ignore owning actor" on the player's Radial Force component impulse

  • and on it I've checked Force is set to zero

  • and the impulse isn't affecting the player's movement when it's triggered (which is good, as it should be)

But the issue is still happening, does anyone have any thoughts please?

Product Version: UE 4.12
player_pawn.jpg (665.5 kB)
enemy_pawn_bp_a.jpg (796.6 kB)
enemy_pawn_bp_b.jpg (874.5 kB)
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asked Aug 19 '16 at 02:02 PM in Blueprint Scripting

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