Collision and child actor
I am experiencing a weird behavior where the child actor gets misplaced upon spawning
This is my components' hierarchy :
So I have TankBody, which is a skeleton mesh that has physics asset attached, Cannon spawner which is a Child actor component that is there to spawn the cannon for the tank. it is attached to the tankbody so it moves with it.
This is the rig before I press simulate/play:
This is the rig after i press simulate/play:
(The spawned cannon is misplaced and rotated, its not aligned correctly with the tank, I am talking about the one on the left, since the one on the right is a bug with displaying, so its not really hurtful)
Any help please???
asked May 22 '15 at 10:51 AM in Bug Reports
So we were only creating the parent in code. We've now created the child and defined the parent socket in code. It's one of the parameters you set when you perform an AttachTo operation. We don't expose the ParentSocket field when a component is inherited from a code class. Sorry for any confusion.
SOCKET_NAME being your desired bone to attach to. In this case, we used "body" and then rotated the component properly. You could create a socket instead with the correct rotation and use that in place of SOCKET_NAME (and then delete the third line). Using a socket instead would be ideal in the long run if you want to have multiple tank types that require a unique cannon location.
Hope that helps.
answered Jun 10 '15 at 05:18 PM
I have discussed this with some engineers and have entered this bug as UE-16567.
answered Jun 04 '15 at 02:54 PM
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