Attach world objects to player, world collision won't work
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.
If anyone has experience or ideas, thanks in advance ;)
asked May 09 '14 at 07:03 PM in Blueprint Scripting
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.
answered May 09 '14 at 08:51 PM
DizzyWes ♦♦ STAFF
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