Destructible Mesh Grab the error
Have a 'PhysicsHandle' has succeeded to grab. Trace had success using the Hit hold to move the object.
What I want to say I want to create a state that grabs you spawn items The problem is that it should not create a DM (DestructibleMesh). If the connection is not terminated with an error.
It made many efforts to obtain the necessary PrimitiveComponent GrapComponent. To cast the actor has also spawned a way to try to connect importing DestructibleMesh. In this case, the problem is not just StaticMesh. But DestructibleMesh takes an error.
The case where the trace is Grap without problems.
Finally were creating this BluePrint. PhysicObject is PrimitiveComponent. But even if an error occurs if you move the DestructibleMesh.
Peeping solution? I do not know why naneunji error. And I do not know what PrimitiveComponent .T ^ T
Raise an error message.
asked Jan 29 '16 at 04:43 AM in Blueprint Scripting
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