How can you properly set a physics contraint's contrained actors or components at runtime?
I'm trying to spawn a physic constraint actor at runtime and set its constrained components to a sphere spawned at runtime as well as the player's hand mesh, which is also spawned at runtime (VR Template MotionController blueprint).
I am getting the following error:
Constraint '/Game/VirtualRealityBP/Maps/UEDPIE_0_MotionControllerMap.MotionControllerMap:PersistentLevel.PhysicsConstraintActor_0.MyConstraintComp' attempting to create a joint between two actors in different scenes ( 'None' and '/Game/VirtualRealityBP/Maps/UEDPIE_0_MotionControllerMap.MotionControllerMap:PersistentLevel.BP_MotionController_C_1.HandMesh' ). No joint created.
Here is the blueprint I am using to do so. 'ImpactPointObject1' is the sphere spawned at runtime, and 'Hand Mesh' is being referenced from the MotionController blueprint, which is spawned as part of the MotionControllerPawn actor in the VR Template. To be clear, the physics constraint is being spawned after the 'ImpactPointObject1' but is still being returned as 'None' in the error message, from what I can tell.
My goal here is to be able to attach different objects to each other in real-time within the game and have them be bound by physics contraints. Any help would be greatly appreciated. Thank you!
This video does not use physics constraints but it does involve attaching objects together in real time with simulated physics. Marco's entire youtube channel has some good content to learn from. https://www.youtube.com/watch?v=O3TM5CL6Eow&t=564s
answered Jan 26 '19 at 02:13 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here