Physics Constraints - Cant change associated skeletal mesh
I'm currently working on a custom car model inside UE, and so far so good :) The thing is, my wheels are created in construction script, with Physics Constraints for rolling, and if needed, steering (If the wheel position is greater than 1, then they should steer). It working great with my default car mesh, but if I create a child of my class & try to change the car skeletal mesh, the wheels are no longer attached to the body, and I get an error for each wheel saying "Couldn't find bone None for ConstraintComponent /Game/Maps/XXXXXXXXX.NODE_AddPhysicsConstraintComponent-X_X". The wheels have the correct position in X/Y/Z, but around the 0.0.0 (Let's say, if my wheels are supposed to have 80cm from the center of the car, well they are in +80/-80, but around World Origin, not Car Origin)
When things get weird, is that if I change my default skeletal mesh (The one with wich the system works) to something else, it works ! So it's not coming from the mesh itself, and I must say I'm a bit stuck here...
If anyone can help me, thanks in advance ! :) Have a nice day !
PS: I forgot to say it, but the physical constraints does not constraint bones, in order to be able to to N-wheeled vehicle. And with the default mesh I use, no bones name are feeded in the Bone Name 1 & 2...
asked Feb 08 '19 at 08:31 AM in Blueprint Scripting
Final post on this and marking as solved. I'm just a big f** idiot.
Explaining what was wrong, in case anyone find himself in the same situation. My setup need a Physics Asset Override in the advanced panel of your Skeletal Mesh Physics (Little Arrow at the end of the panel). Well guess what ? It was set to the default car body. You have to change it (or make a series of node in the Construction Script to change it for yourself).
Solved, sorry for multiple post and inconvenience.
answered Feb 28 '19 at 06:25 PM
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