![](https://www.lostingamestudio.com/wp-content/uploads/2024/06/ImpactProjectileClass.png)
Impact Projectile is the base class for projectiles. It must be used for firearm projectiles or other technology with significant velocity. The Impact Projectile class integrates the Impact Projectile Movement component which is optimized for this use case.
For a grenade, prefer to use the projectile movement component which is more appropriate.
How to configure? #
- Adjust the class settings. We will see the details a little further down.
- Optional: Select a static mesh and a particle effect (Niagara System) for your projectile. In most cases, these components are not seen by the player if the projectile velocity is high. In this case, you can leave them blank. There is another way to see the trajectory of the projectile.
- Adjust the parameters of the Impact Projectile Movement component. See the documentation on this component for a detailed explanation of the parameters.
Class Settings #
Visual #
- Enable Tracer : Whether or not projectile tracer is enabled. Adds a visual effect allowing you to see the trajectory of the projectile when the velocity is too high.
- Tracer System : The Niagara System that will be used for projectile tracer.
Fragmentation #
- Has Fragment : If enabled, sends On Projectile Fragmented event if the conditions are met.
Damages #
- Apply Impact Damage : If enabled, projectile send damage when impact occur (when is stopped by something)
- Apply Ricochet Damage : If enabled, ricochet send damage to actor.
- Apply Penetration Damage : If enabled, projectile penetration send damage to actor. Use velocity to compute damage based on Base Damage and Minimum Damage.
- Base Damage : Base damage. Should be > 0 if you want to sent damage event.
- Damage Type Class : Contain all damage data. If nothing is specified, so it use generic impact damage type.
Impulse #
- Apply Impulse on Object : If enabled, projectile ricochet, penetration and impact send impulse force to object.
- Base Impulse : The force applied to the object.
Lifetime #
- Use Pooling System : If enabled, projectile will be placed in pool. Auto destroy is ignored.
- Auto Destroy : If enabled, projectile self destroy when it is stopped or out of world bound.
- Delay Before Destroy : Duration after which the projectile is destroyed when it is stopped. 0 means destroy immediately.
- Max Lifetime : Lifetime for this projectile. This is an important optimization. Projectile should normally be destroyed quickly. Set to 0 to disable this feature.