Physics & Collision
Blueprint nodes for physics & collision operations.
9 nodesCalculate Buoyancy Force
PureCalculates the upward buoyancy force on a submerged object using Archimedes' principle.
CalculateBuoyancyForceApply Wind Force
PureApplies wind force to a projectile's velocity, accounting for drag.
ApplyWindForceToProjectileRadial Impulse (With Falloff)
CallableApplies a radial impulse to all physics objects within a radius, with distance-based falloff.
RadialImpulseWithFalloffGet Physics Material At Hit
PureExtracts the physical material and surface type from a hit result.
GetPhysicsMaterialAtHitGet Center Of Mass
PureReturns the world-space center of mass of a physics-enabled component.
GetCenterOfMassCalculate Impact Force
PureCalculates the approximate impact force from a collision using impulse-momentum theorem.
CalculateImpactForceIs Object Resting
PureChecks if a physics object has effectively come to rest (linear and angular velocity below thresholds).
IsObjectRestingGet Collision Bounds
PureReturns an actor's collision bounds as a box extent and sphere radius.
GetCollisionBoundsIs Path Clear (Capsule)
CallableChecks if a capsule-shaped path is clear between two points (character-sized by default).
IsPathClear