Settings To Modify When Transferring a BP For A Static Mesh To A Skeletal Mesh?
In the first-person project I'm currently working on, among the interactive elements I have in the level are a couple pushable vehicles. These vehicles, up until now, were static meshes built from geometry edited brushes converted into SM's, and the pushing behavior is an input-based, line trace and Timeline-using Blueprint behavior rather than having the vehicles have physics enabled, because I wanted to specifically control the pace and amount of movement the actors have in the scene when the player interacts with them.
However, as I'm moving into a later stage in the project I'm now making efforts to improve the look of the world, and as my focus is on design rather than art, I've purchased some new vehicle assets off the marketplace for that aspect of the game. However, these are skeletal meshes rather than the static I had been using, and I've found that the script on the placeholder static BP's has no effect of any kind on these new skeletal meshes. Undoubtedly the problem lies in the different nature of the skeletal meshes, but I'm unsure what I should be modifying to achieve the same effect. I was hoping for a recommendation if one of you has already had this come up before and figured it out. Any suggestions would be appreciated. Thanks.
asked Jun 10 '18 at 02:07 PM in Using UE4
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