Is it possible to use a SpringArm between two StaticMeshComponents?

The question says is all… ^^

But to be a bit more precise:
A Spring Arm Component is from my experience the easiest way to attach a camera to an actor when you want it to follow this actor smoothly. However, it is this kind of behavior which would be desiderable for a pawn I am working on. One part is moving around based on its physics and the other is supposed to be towed with it.

So, is it possible to use a Spring Arm Component for this purpose? (When I tried it, the Spring Arm seemed to have no effect at all…)

And, if not, what could be an alternative?

Use this setings hope this helps

Remember to check use pawn control rotation :slight_smile:

First of all, thank you! :wink:

However, it still does not work as it should. Although they are connected, as soon as the child component (which is attached via Spring Arm to the parent) touches the ground, the connection seems to be gone and it moves in which ever direction it wants…

Can you upload the image of your BP, Also check if you have “Simulate Physics Checked/Unchecked”

The “Simulate Physics” box is checked for the child and the parent component

If you try to simulate physics with spring component, it will make things complicated.
I would suggest you to “false” simulate physics and try once again.
If you still don’t get the desired result, you can also add what result are you exactly expecting, in next reply.

This might be the point why it does not work so far in my project… :smiley:

Alright, I did set the simulate physics to “false”, but then the spring component just hangs down (through the map) and does not lie on the ground anymore, as it should.
The desired result would be that of a tow rope. The main object is invisible but dictates the direction and the second object follows that direction (without falling through the map).

Is there maybe another component which I could use instead?

After some testing I have to say, that it is indeed possible, but not for our intended purposes. If you read this and have similar issues, I can only recommend to give UE4’s Physics Constraints a try. They might be what you are looking for. :slight_smile:

PS: Thanks again A.SISODIYA