BP_ArenaBounds

BP_ArenaBounds is the arena cage/boundary actor. It keeps the ball inside the court and prevents the match from breaking if a player throws the ball with high force. When the ball hits the boundary, the hit feedback effect can be used to communicate the impact to the player.
Place it around the playable arena.
Scale it to match the court size.
Keep collision enabled so the ball cannot escape.
Replace NS_HitRing with your own effect if your game uses another visual style.
BP_Ball
BP_Ball is the main physics object for the match. It handles pickup, possession, throwing, hit effects, curve logic and scoring references. The graph is intentionally
separated into sections such as PickUpBall, HitWallEffect, CurveEffectPowerUp and ThrowBall so customers can find the gameplay feature they want to customize.
Pickup should be authority-controlled so the server decides final possession.
ThrowBall receives direction and force from the player and returns the ball to physics simulation.
HitWallEffect can spawn feedback when the ball hits valid walls or arena boundaries.
CurveEffectPowerUp temporarily changes the ball trajectory behavior when the curve ability is active.
HolderPlayer, HeldBall and LastPlayerWithBall are important for possession, score attribution and replay logic.

