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How to move around an object with Physics?

Hello. I want a player to be able to move around an object, so I tried attaching it to the player's actor. This works fine, except physics has to be disabled, which seems to disable collisions. How would I go about this without disabling collisions?

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asked Mar 29 '14 at 03:11 AM in Blueprint Scripting

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Chrisvj11
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2 answers: sort voted first

This is how I got my pawn to pick up objects while still having physics enabled. I poked around in the content examples physics level and adapted the mechanics used there for my own blueprint. There's some extra stuff there that's not really necessary. The trace hits PhysicsBody type objects, the rest should be clear enough.

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answered Apr 22 '14 at 01:30 PM

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Bohrium
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avatar image Chrisvj11 Apr 23 '14 at 03:18 AM

OK, just to make sure, since mine isn't working. Physics handle is a physics handle component, Physics Object is an object variable, and Object Types is an EObjectTypeQuery array with a default element of "Physics Body," correct?

EDIT: Nevermind, that was strange. Even after restarting, my new input keybinds didn't work. I had to eject control then possess the player again and it worked fine. Thanks for the help!

avatar image 2 stooges Aug 22 '14 at 07:53 PM

What are the values of the variables?

avatar image Bohrium Aug 22 '14 at 08:20 PM

The default values of the variables are: PhysicsHandleActive = false ... HandleDistance = 200.0 .... ObjectTypes = PhysicsBody .... PhysicsHandle = None

The rest are either set in the blueprint before being used or unnecessary (like the currentmovespeed)

avatar image 2 stooges Aug 23 '14 at 02:16 PM

Thanks man!

avatar image 2 stooges Aug 23 '14 at 02:18 PM

I can't find physics body in the group thing

avatar image Bohrium Aug 23 '14 at 02:21 PM

You need to add a new element with the + symbol and then pick PhysicsBody from the list that drops down.

avatar image 2 stooges Aug 23 '14 at 04:01 PM

What type of group is it? My computer is dis colored.

avatar image 2 stooges Aug 23 '14 at 04:11 PM

Nevermind! I read the earlier comment.

avatar image 2 stooges Aug 23 '14 at 04:17 PM

My character doesn't have Max or current walk speed.

avatar image 2 stooges Aug 23 '14 at 04:18 PM

Wait. He does, but I can't set the value.

avatar image Washington College GIS Jan 28 '15 at 08:04 PM

How would you make this blueprint work across two separate clients?

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Check out physics constraints:

https://docs.unrealengine.com/latest/INT/Engine/Physics/Constraints/ConstraintsReference/index.html

If you need it to also affect the players ability to turn/move, that would require a custom movement component, which is a whole different matter :)

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answered Mar 29 '14 at 05:49 PM

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Kris
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avatar image Chrisvj11 Mar 30 '14 at 09:51 PM

Forgive me if I'm missing something, I just started with unreal engine a couple days ago. How would I create a Physics Constraint during gameplay? I have found how to make one that exists at the start of the game, but this is not what I want. I would also like to be able to use an object already in the game world, instead of having to create another one.

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