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"

Attaching two Actors together

I can't seem to get my TraceBox (actor) to follow the location/rotation of a Cube (actor), which has physics enabled, even though they have been attached when they spawn.

Script of the Cube and TraceBox spawning together and being attached (via the FaceSnapSoc socket): alt text

Evidence that they are actually attaching (parenting) in-game: alt text

Not sure what is going on here; thought it'd be a pretty straight forward practise, but i guess not :/ Oh yeah and everything is set to "Movable".

Product Version: UE 4.18
Tags:
script.jpg (86.3 kB)
screeny.jpg (173.7 kB)
more ▼

asked May 04 '18 at 04:19 PM in Blueprint Scripting

avatar image

Konsume
1 1 3

avatar image ThompsonN13 May 04 '18 at 10:14 PM

a few things, what exactly happens in game when you try to spawn them? they arent attached when spawned they are spawned then attached, which leads me to believe that the issue may lie in the collision. do both actors have collision enabled? if they do then its probably offsetting one due to overlapping. it may help to solve this to disable collision on one and try changing the collision handling override.

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

1 answer: sort voted first

Hello, I might be mistaken but if you enable physics on an actor component (such as mesh) the root will not go with the simulated mesh. That could explain why the TraceBox does not follow the Cube.

Why I am saying this is that I had experienced something similar: When I turned my character into ragdoll, the mesh flew away but I always had to relocate the root (a collision) after the simulation was complete.

Kind Regards.

more ▼

answered May 05 '18 at 12:20 PM

avatar image

BreakMaker
237 4 11 16

avatar image Konsume May 06 '18 at 06:42 AM

Ahh, that could explain it. I'll test it out. I could probably do it via updating the TraceBox's location and rotation to match the cubes position using the Tick event, but if I have multiple of these, it may cause the engine to chug :/

(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