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Using a Physics Volume as a UPrimitive Component

So I have a bunch of weapons, each with a different Physics Volume (I believe what they call the mesh that has gravity, and forces applied to it) Now I am wondering if there is a way to access that Volume and return it as a UPrimitiveComponent. This would allow me to have the most accurate collision detection. I know how to access the physics asset, but I do not know how to return the volume, or convert it into a primitive. I assume there is a way to do this in the API, but I do not know it very well, so maybe someone with more experience in Unreal can help me out. Maybe if there is a more convenient way of setting up a UPrimitiveComponent Collision Mesh without having to create another mesh for each weapon, I would love to hear the idea.


Product Version: UE 4.9
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asked Oct 31 '15 at 02:18 AM in C++ Programming

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Well, it was actually a really simple fix. The USkeletalMesh IS a UPrimitive. I do not know why I didnt realize this. So now I have just used

 curItem->getItemMesh()->OnComponentBeginOverlap.AddDynamic(curItem, &AUsableItem::OnItemBeginOverlap);

I was previously doing the same for a box component, this works even better because I an set up the mesh in the physics asset.

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answered Nov 01 '15 at 05:11 PM

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