x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

How do you make a mesh fall?

How can i make 2 rocks fall after an event happens?

Product Version: Not Selected
Tags:
more ▼

asked Mar 08 '15 at 01:36 PM in Using UE4

avatar image

zisos
1 1 4 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

It should be simple, you need a Rock StaticMesh with set collision. Then you can right-click on the rock mesh and choose "Create Blueprint using" and it will create an Actor blueprint for you. Now in your new blueprint click on your staticMesh component to get the settings window, there you should "enable physics", and you can play around with other settings too. alt text

Now you can simply SpawnActor in desired location when your event fires, and it will fall down right away.

screenshot371.jpg (274.9 kB)
more ▼

answered Mar 08 '15 at 02:38 PM

avatar image

Jurif
627 26 15 45

avatar image zisos Mar 08 '15 at 07:55 PM

alt text

can you help me from here? i have put collision and made a blueprint now?

screenshot_2.png (137.9 kB)
avatar image Jurif Mar 08 '15 at 08:06 PM

Seems like all you need is to plug in the Location for spawning the Rock. Since you're destroying it's a good idea to save the location to a new Vector Variable, and plug that into SpawnActor transform. alt text

alt text

You can also break and make Vector if you want to change for example the Z axis to spawn the rock higher in the air , than the hammer was. alt text

screenshot373.jpg (71.0 kB)
screenshot374.jpg (174.8 kB)
screenshot375.jpg (77.4 kB)
avatar image zisos Mar 08 '15 at 08:23 PM

look i have a hammer and i want when i delete it a rock to fall in the entrance in order to block the player from coming out. how can i do that?

avatar image Jurif Mar 08 '15 at 08:30 PM

oh right so the player gets trapped and has to use the hammer to break out? nice. Well it should work like this , you're on the right track , did you try this? I'm going out, so I'll check back later tonight or tomorrow after work, just try it and if it doesn't work recheck the event is getting fired correctly, or check the log file if there are any errors there. If it still won't work I will make a simple example and screenshot it. Good luck

avatar image zisos Mar 08 '15 at 08:37 PM

alt text

when you delete the hammer it looks like the player took the hammer(he is not holding it though) and so when you take tha hammer a rock falls in the entance and then you have to keep on going to find another way out. I tried what you sent me but when i delete the hammer a random rock appears near the entrance.

screenshot_5.png (1.4 MB)
avatar image Jurif Mar 08 '15 at 10:31 PM

Nice work, so you got it working, well now all you need to do is scale the rock to fit the size needed to cover the entrance, you can do that in the rock blueprint or rock StaticMesh itself. Then figure out exact location where you want to Spawn the rock to cover the entrance and that's it. :)

At beginning of this question I thought you want to make the rock fall down dynamically, but now I see you're making more like a door thing here, in that case you don't need to have physics enabled on the rock, you only need collision. So actually you could use the method the doors are setup in the "Content Examples". Or just check out this tutorial : https://wiki.unrealengine.com/Blueprint_Automated_Door_Tutorial Good Luck, I'll check back tomorrow...

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question