Composite collision actor

I’m trying to build a hierarchy of overlapping UPrimitiveComponents where the root is the only simulating component. Something to the effect of this;

Sphere (Simulating/Collision)
 Cube (Collision)
   Sphere (Collision)
   Sphere (Collision)

Now when you set up an actor like this, all the interpenetrating bodies are considered colliding, the simulation attempts to separate them, and naturally your actor goes shooting off in some random direction.

It seems to me that any child component marked as not simulating but has collision enabled should participate in the root component’s shape set or something rather then the current more or less undefined behaviour. Am I simply missing something?

Thanks

Kyle

Hi Kyle,

This is actually a feature that is coming for 4.5 where you can weld multiple bodies together so that they simulate as a single rigid body with correct mass distribution etc…

It’s already on github if you’d like to give it a try.

Thanks Ori,

I’ll give that a look see!

/ Kyle