Attach world objects to player, world collision won't work

Hi.

I’m trying to make it possible to grab objects in the scene and carry them with me. I want the mesh to be physical by default and i want it to collide with the world while carried.

So i tried several attachment techniques, but they don’t attach physical objects.

So i used a layout in which the mesh is physical by default, and then when i press and hold a certain key, it stops being physical, and follows the player. When i release the key, it turns the physics back on (stops following me) and falls on the floor (or get thrown if i swing it :).

The problem, now that i have, is that object avoids any collisions with the world. It just goes trough walls and floors.

So either I need a way to force the object to collide with the world when it’s attached (or block the player along with it), or i need a way to make physical objects being carried along with the player while keeping the simulation, so that they would collide with the world for sure, kind of like the gravity beam in UDK.

  • i also tried to put custom meshes in “my character > components” blueprint and set them to physical. It turns to be kind of funny, the movement and physics do work together, but not exactly “under control”

  • I also tried to make a custom collision bounding box in the “my character > components” blueprint to fake or act as placeholder collision for the grabbed objects. but it seems nothing within the “my character” blueprint other then the default capsule, would actually collide with the world.

If anyone has experience or ideas, thanks in advance :wink:

Hello,

Have you taken a look at the Content Examples and the Physics map? Look at the PlayerCharacter Blueprint, it uses a similar system to what you are after.

-W

Hello. Did you over get this to work. I am building on what you did and I am interested if you did it. If so can you give me some pointers please.

Thanks