Physics issue - Invisible actor instance
Hi everyone, im having a strange issue that is making me feel just mad. Im making a side scrolling fighting game that runs in a dedicated server. I put to the characters one animation of a kick, attaching to the leg a couple of colliders. Then I put an sphere in the middle of the level as a physic actor to be kicked.
The problem is that when I kick the sphere it goes away perfectly as a physic actor should. The problem is that after my character kick the sphere and this sphere goes away, still are a some invisible instance of the sphere or of the collider of it, that is colliding when I try to pass throw it. Seems like Im kicking just the mesh, and the collider is still in the same place. Or other thought, is that im only kicking a client instance of the sphere, and is still remaining a server invisible instance of this sphere that makes me collide.
Thanks a lot :)
asked Sep 01 '14 at 09:47 AM in Using UE4
I have the answer! Seems that Skeletal Mesh wasn't animated at the dedicated server side, thats why my collider attached to the foot bone never change the location, and never makes any collision at the server side. This issue is solved just setting the "Mesh Component Update Flag" to "Always Tick Pose and Refresh Bones" in the Mesh options of your character. By the way, I get the answer thanks to this post: https://answers.unrealengine.com/questions/49935/does-animmontage-play-on-a-dedicated-server-for-th.html
answered Sep 06 '14 at 06:03 PM
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