"Scene" Component Equivalent that can be used with Physics-Based Meshes
I've been working on a modular vehicle system that will attach different modules via "Module Attach Points" which I was using Scene objects for (I couldn't get the Socket system standardized enough to work the way I wanted). I recently learned that physics-based Static Meshes that are children of Scene objects will detach as soon as the game starts.
I'm about to start my third total-rework of this system so I would immensely appreciate if anyone could point me in the right direction. The idea is that a parent actor will spawn in all the modules which will have standardized Attach Points (Parent class for each module contains all the Attach Points, each derivative class changes their positions)
The Attach Points themselves really only need to provide a transform so that's why Scene objects seemed like a perfect solution.
asked Apr 21 '19 at 06:44 AM in Blueprint Scripting
As you mentioned,
The detaching happens when a component begins to simulate physics. The hierarchy of what is a parent and what is child is still maintained though, which is still useful. So my suggestion, when the child simulates you will probably want to make a new physics constraint component to attach the child body to the parent body.
Hope that helps you with your system rework :)
answered Apr 24 '19 at 06:59 AM
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