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Collision not rotating with mesh

Hello, I have several rotor blades on my pawn. When they're not spinning, collision detection is absolutely fine, however, when I use relative rotation to spin them, collision (as well as hit events) get detected the way they were at their starting point. Is there a fix? I tried using CCD, this won't help me as well. These propellers are attached to a parent mesh using sockets, and i use AddRelativeRotation function to actually spin them. These meshes are autowelded to the parent. And sweep is not supported for rotation now, so I have no idea, how to fix this up. What am I doing wrong?

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Product Version: UE 4.10
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asked Dec 02 '15 at 12:12 PM in Blueprint Scripting

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Ilya B
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Make sure that the socket you're attaching to is actually rotating during the animation. Some sockets will appear as though they are spinning but their local rotation values don't change. Attach the collision object to a socket with local rotation values that change during the animation.

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answered Mar 04 '19 at 03:27 AM

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