Actor won't follow new parent actor

Hey everyone simple problem but research wasn’t giving me a solution.

I have an actor in my level that I pickup after overlapping with it for a few seconds. As it stands I have this detection and can “pickup” the actor, I am then trying to attach it to my character and drop it off at the goal capture the flag style. Where things break down is the attachment, I can see in the outliner that I have attached my “flag” to the character however it is not moving with the character.

My setup and what I’ve tryed:

“flag” composed of:
a root scene component: moveable;
static mesh: moveable and simulate physics(turned off at attachment);
box collision moveable no physics

character:
root is a collision box with physics
has no socket to attach to

Please help as I have tryed many solutions, they all still attach but still it doesn’t move.

Screen shot your set up, especially how you “attach” and “detach” the flag.

sorry about that totally forgot to upload that. And there won’t be a detach just a destroy .

no change. still attaching but not moving with the character.

pickZone_BP is the flag to be attached, the parent being the overlaping actor of the class for my character “carBase_BP”

Try using “keep world” instead of “keep relative” for the attachment.

oh misread your post sorry - are you disabling ‘generate overlap’ events after you attach it? Because that is probably still running if your collision is overlapping your character when attached still.

I believe the issue is at the attach node. The parent needs to be the character mesh that contains the socket you want to attach to. The Target field needs to be the actor you want to attach, according to the screenshot, what you are doing here is attaching the ‘pickupZone_BP’ to whatever is connected to your parent.

I would grab a reference to the item to want to attached, cast to it using the overlapped ‘Other actor’ output, and then attach that to the Target. You’ll then need to cast to your character to get a reference to the mesh for the Parent.

Hopefully that helps a bit.

You have a picture of where it attaches? And then a picture of the flag after it says it “attached” but you move your character and it remains in the same spot? I have a feeling the “get overlapping actors” probably isn’t the best node to use as you have no idea how many “actors” are overlapping the trigger box and it could be attaching to some other actor since you are just using the 0 index of the array not a specific actor to attach to.

** never mind I see you filtered the actors, but still I would like to see images of the issue. And are you certain only 1 of your actors is in the level? You don’t have multiple “car” actors that it might attach to?

before pickup

after pickup

yeah there’s only one of each in the level

So I looked at a project where I attached a physics body to my player character and this is how I did it.

I used attach to component, the “parent” was a specific component of my main actor not the “actor” itself. I set location to be “snap to target”. I did NOT stop simulating physics. The “target” was a static mesh component, not a default scene root or anything like that. You can see the hierarchy in the screen shot.

hmm, just as another trial, what if you call disable simulation on the entire actor instead of just the component you enabled it on?

Also, if you don’t enable any physics at all, does it attach?

I also, looked at mine, and I noticed, that I also did ‘snap to target’.

dang soild thought there as pretty much every other post I’ve found is talking about disabling the physics before attachment, but no luck still isn’t moving.

There it is, not really sure exactly what’s different but it attached and moved even.

“There is nothing” haha but glad it is working. Don’t question it…if it works it works!

here’s what it looks like fixed.

See also https://answers.unrealengine.com/questions/978575/bug-report-cannot-reattach-actor-that-can-be-damag.html