Why does the child actor only collide with objects simulating physics?

Not an expert on this subject but from my experience it’s an issue with the collision channels on the child actor. Our vehicles have dynamic weapons added at runtime and we have to make sure our collision channels on the weapon actors are correct or they do the same thing.

My character interacts with the environment normally but the static mesh bp(child actor) attached to a socket in my characters hand goes through walls and anything not simulating physics.
Even if i simulate physics in my character’s arm the attached static mesh still does the same thing.
Anyone know why child actors do this and/or how to fix it?

I can’t seem to get it to work :confused:
The character root component (the default collision capsule) is the only thing that ever has blocking collision.
How do you attach an actor to an actor while keeping the (blocking) collision of both?

1 Like