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Breaking bones using Blueprint

I'm trying to create the effect that you can cut down a tree. So, I've set up a tree model with two bones (the part that stays in the ground and the part that will fall down when you "cut" it) Now, I've added this skeletal mesh (the tree) to an Actor Blueprint and I want to test out if my idea works. I have surrounded the mesh with a box trigger and I want to be able to walk inside that trigger and "disconnect" the two bones from each other when I do that.

Is this possible? I have the Actor Begin Overlap node ready but I don't know what to do from there.

TL;DR: Disconnecting bones using a Blueprint? How do I do it?

Thanks in advance

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asked Jan 15 '15 at 09:07 PM in Blueprint Scripting

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Ders
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avatar image Jacky Jan 15 '15 at 09:18 PM

You can't, not with BP only anyway and i wouldnt know how to achieve that with code. It would be better to use 2 static meshes though. The root part would be always static and you could simulate physics for the upper part of the tree mesh when it is chopped.

avatar image Ders Jan 15 '15 at 09:59 PM

Thanks for the idea. Maybe I was looking to far for a solution. I'll try it out

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