Attach/detach Actor with SimulatePhysics to skeletal mesh
I'm having trouble with something that seems like it should be should be simple, but just isn't working.
What I'm trying to do is have a weapon laying on the ground that has SimulatePhysics enabled - so it can be kicked, shot at, pushed around, etc., that I can pick up and use. When I use it (handled by a different BP+Interface), it should attach to my player model (with SimulatePhysics disabled) so I can fire it. When I drop it, I want it to go back to the state of being a prop - so I can kick it once again. However, this is not what's going on at all. I just can't get it to attach to my player for some reason, and it definitely has something to do with the fact that it's simulating physics; when I duplicated it and disabled SimulatePhysics, it behaved as expected, bar the fact that it just floats in air instead.
Above is the portion of the BP that is responsible for the attachment. I've even tried disabling physics directly before it attaches, but it simply won't attach. Any idea what I'm doing wrong here?
asked May 09 '16 at 12:32 AM in Blueprint Scripting
Well, this was an unexpected but easy fix - too bad it took me most of the day to figure out.
Make sure the StaticMesh is the Root of the Actor you're trying to attach, that fixed it for me.
answered May 09 '16 at 02:00 AM
Im having the exact same issue today, can you show me how you solved it if you still have the project please?
answered Mar 01 '19 at 04:09 AM
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