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