Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Actor location and static mesh locations not equal

I have a ball that falls in the game. I spawn in via c++ using spawn actor at a position of 0, 0, 1000. Inside the ball blue print I have one static mesh which is the ball.

In the game, I de-posses the player with F8 and look at the position of the ball. If I click on the ball when it's on the floor which is at 0 Z, the details say the location is still 1000 Z. I'm thinking the mesh is falling and not taking the actor with it? I'm new to unreal and am uncertain why the Z value isn't 0 when on the floor.

The whole point of this is to use a PhysicsHandle to pick up the ball but there seems to be an offset of where I'm setting the target location on the handle and where the actual static mesh of the ball is.

Please help!

Product Version: UE 4.22
more ▼

asked May 08 '19 at 03:08 PM in C++ Programming

avatar image

5 1 1 1

avatar image Lardo Deepdelver May 08 '19 at 03:11 PM

Which of the components of your ball is simulating physics?

sounds to me as if you are simulating physics on the static mesh which is not your root object

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Thanks to Lardo Deepdelver, I was able to figure out what was wrong. I had a DefaultSceneRoot node that was not the Static Mesh. Making the static mesh of the ball the Root node fixed the problem.


more ▼

answered May 08 '19 at 03:21 PM

avatar image

5 1 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question