Implementing inertia to a pawn via Blueprints

Hello :slight_smile:

I am working on a spaceship shooter project. I would like to implement inertia to the spaceships so that they would:

  1. take a brief moment to speed up when applying input
  2. brief moment of free flight when the player releases the input button

The pawn I am using is a modified version of DefaltPawn Class and it is moved around by a node Add Input Vector for the Movement Component. So far it was the only way I found for the spaceship to actually collide with solid objects.

As you can see, I added a Scale by Moment Of Inertia node, but I already figured it doesn’t change much.

I tried enabling Physics Simulation for the root component and then manipulating the linear damping value, but it made no difference to the pawn movement.

Is there a way to manipulate the physics values to achieve the desired movement model? Or is there any reference I am missing?

Thanks in advance! :slight_smile:

Well, I think I found my answer :slight_smile:

For future reference, I enabled Physics Simulation for the root component and replaced Add Input Vector node with Add Force. Then, setting the values was just a matter of experiment.

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