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# Calculate two Snooker ball collide

 0 Hi Guys. I currently want to build a snooker game. I am not using the unreal physic simulate system for my snookerball. I am updating the ball location at the actor tick function so I wanted to know how to calculate the angle of the snooker ball when ball A hit the ball B. Here is how i want them to move I could calculate the angle of reflect of ball A but I don know how to calculate the angle of reflect of ball B. I calculate the reflection of Ball A using this formula from a tutorial: FVector ReflectedVelocity =-2 x FVector::DotProduct(MyballVelocity, HitNormal) * HitNormal + MyballVelocity; The MyballVelocity is a FVector type which store my ball CurrentVelocity. The HitNormal is provided by the EventHit blueprint function. I Update my ball location on the Event Tick by doing this SetActorLocation(GetActorLocation() + MyballVelocity * DeltaTime, true); My question is how to calculate the Ball B reflected velocity in Fvector. Any help will be appreciated. Product Version: UE 4.18 Tags: snooker-ball.png (6.9 kB) more ▼ asked Mar 18 '18 at 08:12 AM in Blueprint Scripting waterstoom 1 ● 2 ● 3 waterstoom Mar 22 '18 at 10:42 AM anyone can hlp me? T_T waterstoom Mar 29 '18 at 02:37 PM bump need hlp add new comment (comments are locked) 10|2000 characters needed characters left ▼ Viewable by all users

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