Same skeleton does not allow more than 1 collision attached
I have a skeleton which is shared by two different Skeletal Meshes, one is the Main character which has a socket attached to the arm, which I use to attach a sword. The other is an enemy where I am using another socket in the same bone, however in this one I am trying to attach a simple box collision. When I attempt this, it displays fine in viewport inside the Blueprint and even before play, however when I play, the collision appears at the root of the Enemy Blueprint. Am I doing something wrong or could this potentially be a bug?
asked Mar 23 '16 at 05:42 PM in Bug Reports
So the 'Collision Armour' being spawned and set on Begin Play in the Event Graph can't be used properly by the Construction Script, because the Const Script has already fired at begin play. That is one issue.
The other is the Target and In Parent nodes in the Armour need to be reversed.
I would also make the 'Collision_Armour' a component in the 'Armour' bp and then use it directly.
You could also bypass this completely by setting the 'Parent Socket' directly in the 'Collision_Armour' component.
Let me know if that fixes the issue for you. It did for me inside of your test project.
answered Mar 30 '16 at 07:02 PM
TJ V ♦♦ STAFF
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