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Physics & Collision

Blueprint nodes for physics & collision operations.

9 nodes
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Calculate Buoyancy Force

Pure

Calculates the upward buoyancy force on a submerged object using Archimedes' principle.

CalculateBuoyancyForce

Apply Wind Force

Pure

Applies wind force to a projectile's velocity, accounting for drag.

ApplyWindForceToProjectile

Radial Impulse (With Falloff)

Callable

Applies a radial impulse to all physics objects within a radius, with distance-based falloff.

RadialImpulseWithFalloff

Get Physics Material At Hit

Pure

Extracts the physical material and surface type from a hit result.

GetPhysicsMaterialAtHit

Get Center Of Mass

Pure

Returns the world-space center of mass of a physics-enabled component.

GetCenterOfMass

Calculate Impact Force

Pure

Calculates the approximate impact force from a collision using impulse-momentum theorem.

CalculateImpactForce

Is Object Resting

Pure

Checks if a physics object has effectively come to rest (linear and angular velocity below thresholds).

IsObjectResting

Get Collision Bounds

Pure

Returns an actor's collision bounds as a box extent and sphere radius.

GetCollisionBounds

Is Path Clear (Capsule)

Callable

Checks if a capsule-shaped path is clear between two points (character-sized by default).

IsPathClear
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