Why do my static, stationary meshes, with no physics, bounce around when my player collides?
This just started happening, too. I had made some changes to my sphere meshes (custom made them) so that my pawn could get back into the area of my sky sphere (it kept bouncing off then "falling" away, but without gravity, due to enabled physics.) Then when I got the pawn back inside the sphere, I turned collisions back on (but left physics disabled for everything but the pawn) the spheres start careening off whenever the pawn hits them.) The thing is, this didn't happen before. Could it be that the sky sphere (centered on my map just scaled up) is causing this wierd behavior? I don't see how, I removed it as a test and stars still went everywhere.
As an aside, I'd also love to turn off the ship spinning after it collides. I don't mind the navigation altering (like going around the stars) but that spiraling out of control is a bit unnecessary.
I am comfortable with both blueprint and C++ if those are required.
asked Jun 08 '15 at 12:15 AM in Using UE4
Ah, I see.
It only appears that way. I had no point of reference for an arbitrary stationary point. The object was not moving, I was.
answered Jan 13 '16 at 06:29 AM
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