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Simulate collision physics on tank turret and gun?

So I have been working on making a physics based tank based on BoredEngineer's plugin for a personal project, and I have run into an issue with the turret and gun. They are both static meshes that are attached to the hull so that they move with it and can rotate freely. The issue I have encountered is in trying to simulate collision physics on the gun and turret. I want them to act realistically, with the gun being unable to clip through things and pushing the turret around if it contacts a wall and the hull rotates.

I tried enabling collision on both the gun and turret, but what would happen is they would both still clip into walls and when they did the physics simulation would send the whole thing into space. I then tried to fully simulate physics, but I don't know how to keep these meshes connected to their parent meshes while physics was enabled. What would happen is I would enable physics, run the simulation, and when I tried to rotate the turret the gun would fall through it (gun collision disabled with turret) and not follow its rotation. Is there a way to enable physics but keep the gun mesh connected to the turret mesh, so that when the turret rotated the gun followed it, and when the gun hit something, the turret rotated to follow its push?

Product Version: UE 4.10
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asked Mar 07 '16 at 11:01 PM in Blueprint Scripting

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TryPhos
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avatar image chinohead Feb 13 '19 at 04:57 PM

Im having the same issue, does anyone know a solution for this?

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