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Presumably you started by reading our extensive library of existing Q&A on projectile-physics, and constructing a vector from an angle. Putting those together, you should have no difficulty deriving: launchVelocity.x = launchSpeed * Math.cos(launchAngle); launchVelocity.y = launchSpeed * Math.sin(launchAngle); positionAtTimeT.x = launchPosition.x + t *...


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This is probably what you need. It's for unity in C# but the maths all there. http://wiki.unity3d.com/index.php/Trajectory_Simulation I use this all the time and it is VERY accurate even at high speeds. It can't predict changes in direction like weaving but it will hit where the target is going to be on the dot every single time. If you want it to ...


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Intercept the target I'm not too familiar with UE, but the behaviour you describe is consistent with the projectile "naively" accelerating towards the target's current position (from your blueprint, it looks like a constant acceleration is indeed being applied). To actually hit a moving target, you should predict its location at the time the ...


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