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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:

 void AProjectProjectile::TickActor(float DeltaTime, ELevelTick TickType, FActorTickFunction &ThisTickFunction)  {

 Super::TickActor(DeltaTime, TickType, ThisTickFunction);
 FVector vel = this->GetVelocity();

     if (vel.Size() == 0)
       Destroy();

 }

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?

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asked Sep 12 '14 at 08:28 PM in C++ Programming

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slev23
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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.

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answered Sep 13 '14 at 09:37 AM

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Paha
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