x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Treating an actor that consists of multiple componants as one physics body.

I will first outline what i am trying to do , then how am i doing it and then finally the specific issue i have. As i am new to UE, there may be something in this chain that might change how i should be doing things and make the problem disappear without needing to be solved.

I have an actor which consists of two shapes, cube and sphere, these are arranged to be next to each other an form a desired component shape.

I want to be able to specify a number of these segment actors and then create an actor based on that number.

To do this during run time i spawn another actor , which during construction spawns a number of these component actors which are attached to this "parent" actor's default scene root.

Currently i am only able to set physics to be applied to the individual shapes, thus these shapes full apart from each other.

What i want is for the entire structure to be one body.

It feels like attaching should acheive this but i can't do this within the blueprint as far as i can tell?

The shapes for the smaller actor are children of the scene root (which as far as i can tell can't act as a physics body)

and these smaller actors are attached to the defaultsceneroot of the larger actor as it spawns instances of the smaller segment actor.

Product Version: UE 4.12
Tags:
more ▼

asked Jun 27 '16 at 08:05 PM in Using UE4

avatar image

Beelzedan
1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Not sure if this is the correct way to handle this but in the construction script i have attached the shapes.

This seems to have given me a solution to the issue i was having but perhaps is not the correct way to go?

more ▼

answered Jun 28 '16 at 12:30 AM

avatar image

Beelzedan
1 1

avatar image Beelzedan Jun 28 '16 at 02:32 AM

This worked until i tried to move the structure with mouse control at which point it behaves very oddly. It appears the attachments break even though they should be welded.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question