Bouncing a ball using physics materials
I am currently trying to create a simple arkanoid clone. I have created a ball with the following hierarchy
RootComponent (SceneComponent) -> StaticMeshComponent
On the Static Mesh, I am using the AddImpulse function to launch the ball, I have also attached a physics material to the ball with a restitution of 1 and a friction of 0.
The problem is, when the ball collides with the borders (which are just primitive cubes) it does not bounce correctly unless the borders also contain the same physics material.
Is there something I'm doing wrong, shouldn't the ball bounce around without the need to attach the physics material to each actor?
Here are my current settings on the Ball_BP
asked Mar 02 '19 at 09:52 AM in Everything Else
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