Can't change rotation of root component but cant change root because Projectile movement

So I’m trying to make my character throw their weapon, in this case a sword, and I got them to throw it successfully but the weapons model is facing the wrong direction, upward instead of forward. I can’t change the weapons rotation because it’s the root and I cant change the root because then the projectile movement stops working properly and it just sits in the air. I’ve also tried changing the world rotation in construction but that change the direction the object was thrown. How can I make it so the weapon is facing the correct direction?

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Yes, as well as a box collision and an arrow. Like I said in my original statement, changing the root makes it so that the projectile movement stops working and it just sits in the air after being thrown.

It’s still set to auto-activate when I change the root. Also, I should have specified that the weapon isn’t static in the air, I set it to have no gravity, if I touch it still bounces around and has physics, however, when the root is not the weapon it has no velocity despite the initial speed being set to 2000 unlike automatically launching forward when the weapon is the root.

I did something like that and it seems to work more or less how I wanted, Thanks!

Have you tried adding a “scene component” and making that the root?

Are you activating the “projectile movement”? Is it possible that when you change the scene component it isn’t set to auto-activate? I am trying to replicate the issue but I can’t. My projectile movement is working no matter what I choose as the scene component. So I am thinking some setting is being changed when you switch scene components

I managed to make a “sphere” simulate physics and have no “projectile movement” (sometimes those 2 don’t get along physics and projectile movement) but what I did was “on begin play” (or whatever the event is that you want to initiate the “throw”, I use the node “set physics linear velocity” and make that whatever you want the speed to be, then on “hit” events I add “impulse at location” similar to how Unreal does in the FPS template with the bouncy ball projectile. Would this work for your purposes?

You would need to enable gravity for this to work FYI.

Cool! Glad it’s working.

I seemed to have got it to work with no gravity fine. Thanks again.

In addition to the previous answer, I found what was causing the problem. The projectile movement tooltip explains that it automatically applies itself to the root and you can change what it applies to with a set updated component node. It was automatically set to the scene component rather than the sword so I set it to the sword in the construction tab using said node and everything worked fine.