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

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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?

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answered Jun 28 '16 at 12:30 AM

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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.

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