Still Objects Have Non-Zero Velocity?
I am trying to create a check to see if a projectile has stopped moving and kill it, below is the basic idea:
I did some debugging and noticed the velocity hovers around +/- 7 in size. Why do still objects stop and then retain a non-zero velocity and is this correctable?
I'm going to go out on a limb here and say maybe the object moves around to continue checking for collision. I'm not that familiar with Unreal yet but in Unity I remember an issue where objects couldn't collide with 0 velocity objects. You would have to nudge the objects by a tiny amount each frame to wake the collision up and keep it enabled.
Maybe if you have a projectile component or some type of hit/overlap registering shape attached to the object it will nudge it a small amount each frame.
answered Sep 13 '14 at 09:37 AM
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