Can't disable gravity for skeletal mesh
This has stumbled me a bit. I started off with the Flying UFO template. It has disabled gravity and use C++ code to move the ship around. Works great, except it doesn't really handle physics and collisions.
I replaced the static mesh UFO with a skeletal mesh for bone animations of a bird flying, but it keeps falling to the ground. I've tried disabling gravity on the skeletal mesh, but it still falls as if gravity applies to it. If I disable physics altogether, it does not fall, but I want collision physics and Hit events. The mesh has a physics asset with a single body of about 2 kg. If I go back to the UFO static mesh with the same settings (physics on, gravity off), it does not fall to the ground. Is this something fundamentally different for skeletal meshes? Can't I disable gravity while still simulating physics?
Reproduced on 4.3.1 and 4.4.2.
That is a known bug with setting gravity. The current work around is to instead get a reference to the movement component, then drag off of that to do a "Set Gravity Scale" and make that 0. Let me know if that works for you.
answered Sep 11 '14 at 10:40 PM
2019 and bug still in the engine. Stop working on fortnite, its a trash game
answered May 29 '19 at 12:48 AM
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