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I tried that with 2 BoxCollisions (crosswise for the wings and hull) but it did not work. The Physics Asset has also some Collision Geometry which do not receive any Hit Events.

Any other ideas?

hello

I think you forgot your box collision

Your mesh need to be in a collision box and that should work.

you can see an exemple in the capture below:

I believe this is a consequence of your movement mechanic. Sweeping checks for collisions but doesn’t actually collide as far as I know, but you would still see hit events since that’s what sweep checks for.

Since you’re trying to simulate a movement that is based in physics, I recommend using the physics engine and instead employing the “add force” function. This can be used in multiple directions to simulate drag and lift as well. There’s also an object called physics thruster that might be good since it applies force at a point relative to the moment of the physics body, so you could place those where ever your planes thrust should be generated to yield even more realistic results.

I could be totally wrong about the collision, but I’ve used transform functions with sweep on to drag stuff through whole levels to a certain point so I’m not entirely sure. I’ve never tried to use it a a base movement tool. I know that collision calculations are handled through tick calculations AND predeterminance, so that implies to me that something has to be “moving” and not simply “moved”, if that makes sense.

Show collision for the asset plz and collision in your Sk bp.