Also, it's super useful to write good debug visualization of what's going on so you can inspect flight paths, events, etc visually. Assume that at its highest point the grenade explodes and is split into two identical parts. Looking through the UE4 documentation is appears as though it does not.
(Sounds are working, but the video seems to have low volume.
INSURGENCY SANDSTORM PERFORMANCE CODE
Let’s also go through the code so you can hit the ground running if you plan to use it, or just want a deeper understanding of how it works. The box and all the objects have collider Programming different enemies and projectile types. The end result is jittery behaviour whenever there's an intersection Question. It looks like it's doing all of the iterations that I specify, and then going back to zero. A non-detonating filler creates fewer, heavier, much slower-moving fragments that move forward in a roughly-60°-wide cone, with much less damage to the sides of the projectile, but more ability to have its projectile fragments keep going through successive light bulkheads and thus spread the damage more deeply, if not more widely, into the target. This includes many changes from last weeks CTE, including a new map, new game mode, two new weapons, plus numerous bug fixes, changes, and optimizations.
Also, assign your objects to this layer, of course.
INSURGENCY SANDSTORM PERFORMANCE FULL
Yeah, we're batting ideas back and forth about whether or not it's just _too_ ridiculous to scale properly into a full game. The box and all the objects have collider \$\begingroup\$ This will not work 100% accurate, as if ground has some bumpiness, or even not, moving rigidbody having Y velocity exactly zero is difficult any how. A piercing Projectile loses no velocity when going through objects, but still fires the impactEvent event. My approach so far has been to make a sprite sheet put it in a material decal and place it on the floor. The problem may exist in the fact that the prioritization for net updates is as follows: Actor = 1. In this project, a projectile was propelled by three separate coils that were precisely fired to maximize acceleration. The collision of the ball is handled by normal UE4 physics, and a set of hooks in the On Over events allow the trigger to be used to add extra impact when the ball is hit. There are equations for figuring out the launch angle and velocity of a projectile so that it will land on a given spot (which you can get by raycasting from the camera). Pinpoint's projectiles going through a tank. The projectile hits the ground very close to where the player was. I'm trying to create a ball bouncing on the ground.
Ue4 projectile going through ground 1 total comment.