Constraint Fails When Attaching Actor To Actor Component

Repro Steps:

  1. In Blueprint 1, create two static meshes and a physics constraint between them.

  2. In Blueprint 2, with a child actor component of Blueprint 1 and a static mesh.

  3. In Blueprint 2 using OnEventPlay, use the Attach Actor To Component to attach Blueprint 2’s static mesh to Blueprint 1.

  4. Note that the physics constraint in Blueprint 1 is no longer functional.

Hi Korenski405,

Could you post a screenshot of your setup? The AttachActorToComponent node didn’t work with the ChildActor and StaticMesh for me. I used an AttachTo node and everything worked fine.

Ill give the AttachTo node a shot tonight. Appreciate the feedback!

Did the AttachTo node work for you?

Hi Korenski405,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.

Cheers,

TJ

This is worse when you try to do this in C++

I also had that problem. I was attaching actor to a pawn - a tank track to my tank body, but when i hit play, my wheels, constrainted to my track root, deattached from my track. Sow’ what’s the reason?