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Problem with setting Projectile Movement Initial, Max, Acceleration

Hey there and thanks for your time. I seem to be having a problem setting a change in Initial Speed, Max Speed, and Acceleration Magnitude. Using Print String shows that the value is changed when the set node is executed but it does not reflect the action of the projectile in game. In the second picture you can see the print string is returning the initial speed as 8000 but the missiles do not move.alt text

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Product Version: UE 4.17
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asked Dec 14 '17 at 08:50 AM in Blueprint Scripting

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TheCruxis
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A few things. Can I see your projectile details tab.

And what is calling the set state event, event begin play?

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answered Dec 14 '17 at 08:56 AM

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16bit
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avatar image TheCruxis Dec 14 '17 at 09:03 AM

Here you go! Set Stat event is calling from a Right Mouse Button Pressed Event from my player pawn blueprint.alt text alt text

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avatar image 16bit Dec 14 '17 at 09:05 AM

Have you tried setting your stats in the construction script and not calling an event?

avatar image TheCruxis Dec 14 '17 at 09:19 AM

Doing that seems to work but with the problem of having the weapon when placed in the map zooming off. I have an inventory system that allows me to pick up the item and equip it to my character but if I set the values in construction script it can't be obtained because it is moving and the Activate Component Node cannot be called, hence the Activate Component to prevent it from having those values when in the map.

avatar image 16bit Dec 14 '17 at 09:24 AM

Well typically the inventory pickup wouldn't be the same actor as the projectile. Like if you picked up a rocket in half life or something, it would be its own actor separate from the projectile.

avatar image TheCruxis Dec 14 '17 at 09:29 AM

That's actually what I may need to do so that I don't have to worry about switching variables on and off which is where my problem seems to lay. Any point in the right direction to do this?

avatar image 16bit Dec 14 '17 at 09:35 AM

Well it sounds like you already have an inventory to pick up items. Just instead of the code being in the projectile itself, make an ammo actor blueprint with like the mesh and stuff and add it there, so it will add to your inventory when you touch/interact with it. I don't know how you have your inventory set up to get into any finer details though.

You could check out http://shootertutorial.com/tutorials/ though. It's really in-depth and he goes over and inventory around the middle.

avatar image TheCruxis Dec 14 '17 at 09:36 AM

Thank you so much for this I appreciate your time and patience.

avatar image 16bit Dec 14 '17 at 09:37 AM

No problem, just do me a favor and don't forget to mark the question as answered.

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