After I generate an impulse on my Player Pawn's Radial Force... the physics seems to be affected
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:
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:
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:
But the issue is still happening, does anyone have any thoughts please?
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