Throw Physics Object (AN_TFA_ThrowPhysicsObject)
Detaches an object and throws it with physics.
Asset path: /Game/InfimaGames/TacticalFPSAnimations/Common/Core/Animation/AN_TFA_ThrowPhysicsObject
AN_TFA_ThrowPhysicsObject is the character-owned notify you use when an attached prop should transition into free physics. It is a clean fit for magazine tosses, thrown handheld props, and any animation moment where a temporary object should detach and fly into the world.
Quick Navigation
Purpose
Typical uses include:
Tossing a magazine away
Throwing a small object during an animation
Owner Requirement
This notify only works when the active animation is playing on a mesh owned by BP_TFA_BaseCharacter.
Notify Blueprint Flow
This notify is implemented in Received_Notify. It gets the owner from MeshComp, casts that owner to BP_TFA_BaseCharacter, and then calls Character.ThrowPhysicsObject(...). If the cast fails, nothing happens.
The notify itself does not apply the forces. It delegates the actual spawn and throw behavior to BP_TFA_BaseCharacter::ThrowPhysicsObject.
Readable Blueprint Flow
What ThrowPhysicsObject Does
ThrowPhysicsObject DoesBased on the current Base Character (BP_TFA_BaseCharacter) implementation, the character function:
Spawns the actor class provided by the notify at a socket-derived transform
Finds a
PrimitiveComponenton the spawned actorApplies linear impulse with
bVelChange = trueApplies angular impulse with
bVelChange = trueusing a random axisOptionally destroys attached actors tagged
DisposableItemwhenbClearSocketItem = true
That cleanup path is especially useful when an earlier notify spawned an attached prop and you want to avoid duplicates.
Parameters
ObjectToSpawnForwarded as
ClassToSpawn
SpawnSocketNameLocationOffsetRotationOffsetThrowForceThrowRotationForceDestroySocketItemForwarded as
bClearSocketItem
Default Values
ObjectToSpawn = NoneSpawnSocketName = ik_hand_lLocationOffset = (0, 0, 0)RotationOffset = (0, 0, 0)ThrowForce = 80.0ThrowRotationForce = 80.0DestroySocketItem = true
Placement Tips
Place the notify on the exact frame where the object should release
Use
DestroySocketItem = truewhen a previous notify spawned or attached a disposable propTest the timing at a few montage play rates, because small shifts are very noticeable during throws
Troubleshooting
Nothing happens
The animation is playing on a mesh not owned by
BP_TFA_BaseCharacterObjectToSpawnisNone, and your character implementation expects a valid class
The throw direction feels wrong
Check whether the character function uses socket forward, socket up, or another basis
Adjust
RotationOffsetto bias the throw direction
Notes and Gotchas
This is a character-owned notify, so it will not do anything on weapon-only montages
DestroySocketItem = trueis primarily a cleanup featureThat cleanup destroys previously attached actors tagged
DisposableItem, which helps prevent duplicate props when a montage loops or restarts
Related Pages
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