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Multiple Physic Bodies

I am trying to simulate a basic physic operation using multiple physic bodies. Main physic body is a physic simulated simple geometry and it is the root component of the actor. The second physic body is a physic simulated static mesh component(which has a box collider) attached to root component.

I am trying to move the second static mesh using SetRelativeLocation. If I enable physic simulation for the second too, the object doing weird things. If not then the second mesh passes through the colliders. I want it effect the main physic body smoothly.

For this project, main mesh can be imagined as a crane vehicle. The second mesh can be imagined as an hydrolic cylinder which must lift the vehicle when it hits the ground.

For this kind of situation, how I must go on?


I've done this in Unity3D by adding a collider and rigidbody to the parent object and collider to child objects. Then I simply move child objects. Here is my screenshots.

State 0 State 1

How can I achieve this situation in UE4? I am getting this result in UE4:

alt text alt text

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1.png (251.7 kB)
2.png (273.5 kB)
1.png (1.2 MB)
2.png (1.2 MB)
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asked Sep 29 '15 at 07:29 AM in Using UE4

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avatar image cahitburak Nov 11 '15 at 02:14 PM

I've updated the question.

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Could this be something with the hierarchy of the components? I've seen some strange behavior too if i have a static mesh that i want to be affected by a physics object. So unless the physics objects are children of the static mesh (the box), it doesent work.. try this out.

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answered Nov 16 '15 at 11:22 AM

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