can you make your shot have to hit another target and bounce to a different target to break it

I want to make it so you can not directly shoot a target. you have to bounce it off of something else first almost like a game of pool. you bounce the bullet off a wall to hit your target. is this possible.

Do you want to do this “naturally” i.e. with physics? Or fake it?

I would like to do it natural so you have to have accurate shooting.

This is a quick example on how to have a BP actor trigger something like you asked.

The BP has a Sphere component with Physics and Hits turned on… there is a “On Component Hit” flow active.

The Event graph:

There is a Variable that is an Actor reference, this is the end Target.
There is a Variable that is a Boolean, this will keep the knowledge of if the Sphere hit something before the target.

The Flow:
On Hit-> Check to see if we hit the end Target. Yes? Check to see if the Ricochet Boolean is True and if it is true, do the result needed, if False then do nothing

If the object we hit is not the end target, then set the Boolean to True.

This is a basic flow of the described behavior wanted, you can build off this example to make it much more complicated functionality wise.

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