1. Inspiration & definition:
before: swirling vortex objects within a certain radius are caught up in a swirling vortex, spinning and rising into the air.
now it becomes:
Objects are attracted to the projectile and revolve around it.
2. paper prototype:
before:

orbital revolution angular velocity=w1
self rotation angular velocity=w2
centripetal velocity=vn
vertical velocity=vz
now:
I had trouble defining all these parameters in UE5, as I had little knowledge about UE5 when I did this prototype. (Maybe also because now I have a bit more but still little knowledge about UE5, that I couldn’t find these parameters in it.) Anyways I put aside the parameters and wanted to create something looks similar (not exactly the same though).

3. basic UE5 script (Blueprint walkthrough)
a. the projectile:

event graph overview:

Add physics impulse to any physics object we hit (from “starter content”):

To attract objects and make them rotate around it (from me) (not exactly from only me but also from some tutorials I watched):

zoom in:


b. objects (that can be attracted by the projectile):
parent class:

children:



4. Video Documentation
5. Successes
The objects are attracted to the projectile (get forward vector) at first, and adding vector in another direction (get right vector) generated the revolution.
6. Challenges
I had trouble realizing the initial idea – finding the corresponding parameters in UE5. The idea of finding the corresponding parameters took too much time, and maybe the logic of blueprint is different, so as a beginner it is better to do something looks similar.
I had trouble setting the “camera” and “sequence” to record. More study is needed on that.
7. Next Steps
World building: I want to realize the initial idea that objects within certain radius of the projectile can be attracted (rather than now that all the objects in the parent class are attracted).
Code: For now the objects are at the same height as the projectile. I hope the objects can distribute on z axis as well. It may be able to be solved by adjusting the properties of the projectile or the blueprint.
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