In Video 140, 141 we create a ProjectileMovementComponent and use that to “SetVelocityInLocalSpace” to launch the projectile.
That works great … until you turn Simulate Physics on in the projectile blueprint.
I see on the web this is an issue with ProjectileMovementComponents.
Does anyone know how to set the initial velocity of a projectile with Physics turned on? I want to spawn a projectile, but have it bounce off of things (notice in Lecture 140-41 that the projectile passes through the ground …)
Around Lecture 180 or so we delete that projectile and create a static mesh in c++ and use that to implement particle systems. I noticed THAT projectile (collision mesh, really) doesn’t pass through the ground. I wonder if I need to try something like that …
(That “Thump Thump Thump” you hear is me banging my head on the desk …)