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physics constraint motors with blueprints

Firstly let me explain my use case. I am building a grapple hook system, but since I am using grapple hooks in zero gravity and between moving actors the typical launch character method doesn't work.

My current set up consist of Class_GrapplingGun and Class_GrappleHook both are actors. I spawn the grapple hook, add impulse and physics constraint from the gun with all linear axis limited. When the grapple hook collides with another target it sets a fixed constraint to the grappled object. This all works fine.

Now I with a reference to the constraint going from gun to hook, I need to set up a linear motor to retract the grapple hook and grappled object. I just can not figure out how to set up a retracting motor in blueprints to finish my grapple or harpoon mechanic. Thanks in advance.

Product Version: UE 4.14
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asked Jan 12 '17 at 06:58 AM in Blueprint Scripting

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Blastertoad
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Any progress?

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answered Sep 27 '18 at 05:47 PM

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Kill3rPT
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avatar image Blastertoad Sep 29 '18 at 12:38 PM

I tried a few things but moved onto other projects for now. The two methods that provided best results are as follows.

  1. When set to retract on tick set max length of constraint to distance between actors - X. This works but makes for a lurching and jerking movement that was undesirable and compounded when replicated.

  2. When retracting on tick add force to player and set constraint length to distance between actors.

What ended up putting my project on hold was that I wanted the grapple line to wrap around objects, so I had 20 constraints joined together. The added complexity of the physics interactions ended up very messy with odd interactions.

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