Physics options in a component's details are restrained

Hello ya’ll!

I have a little project that needed me to create a new pawn. I gave it a StaticMesh and an ArrowComponent. However, the mesh lacks most of the options I was hoping to find in the “Physics” tab of its details.

Here is what I mean.
In the mesh from my pawn :

46264-mymesh.png

In the mesh from a default character :

As you can see, My mesh has way less options. How should I go about having them? This is a C++ project. Here is the relevant code from my class.

In the .cpp

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ball)
	class UStaticMeshComponent* Ball;

In the .h

Ball = ObjectInitializer.CreateDefaultSubobject<UStaticMeshComponent>(this, TEXT("Ball"));
	RootComponent = Ball;

Thanks in advance!

Hello,

Please note that in ACharacter and its derived classes there is a Mesh component of USkeletalMesh type:

UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class USkeletalMeshComponent* Mesh;

Also, there is a component for collision:

UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UCapsuleComponent* CapsuleComponent;

In ACharacter’s constructor, Mesh is attached to CapsuleComponent:

Mesh->AttachParent = CapsuleComponent;

On the other hand, APawn class doesn’t have Mesh and CapsuleComponent by default.

Thus, you can create a class, that inherits from ACharacter and have the Mesh field by default, which provides all necessary options:

Hope this helped!

Cheers!

Hey, thank you for your answer. This isn’t quite what I’m looking for though.I should probably be a bit more detailed with what I’m trying to do.

I have tried using a class derived from the Character class. However, my problem here is that I want to have a mesh as my RootComponent, which will be used for collision and physics purposes. I want the player to control a ball around basically.

Here’s what I’ve done with a character class :

As you can see, the Capsule component has all the Physics options I might need.

However,

My mesh RootComponent does not.

The situation is similar with my pawn.

Is there something in the creation of the mesh from the default Character class that I’m not doing that would give me access to those physics options?
Thanks again.