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Attach child collider from code to actor


I would like to add a simple sphere collider to my actor as a child element, all from code.

My actor's root is a SkeletalMesh, that's the visual representation, the sphere is the Physical one.

 USphereComponent* Collider;
 USkeletalMeshComponent* MeshComponent;

I've managed to add the child sphere element, but I can't seem to find a way to make it react to gravity and collision.

I could only make it happen with the root , mesh component, but then colliding body is not the sphere's, but the visual mesh of my actor.

 //cpp, constructor
 MeshComponent    = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MeshComponent"));
 Collider = CreateDefaultSubobject<USphereComponent>(TEXT("Collider"));
 Collider->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));

I also want to listen to event's when my character passes through the object.

How to achieve this from c++?

Product Version: UE 4.10
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asked Nov 26 '15 at 08:12 PM in C++ Programming

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Dajka Ferenc
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