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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
script.jpg (86.3 kB)
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asked May 04 '18 at 04:19 PM in Blueprint Scripting

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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.

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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.

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answered May 05 '18 at 12:20 PM

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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 :/

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