Hey guys,
I’ve imported an animated object into Unreal, configured it’s physical asset and made sure ‘Simulate Physics’ was turned on as well as Gravity for that object, but when I hit play it doesn’t fall, just stands still… Its blueprint derive from a C++ class I wrote which has a constructor that looks like this:
AAMonoWheel::AAMonoWheel()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Setting the skeletal mesh to be the root.
mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh"));
RootComponent = mesh;
mesh->SetSimulatePhysics(true);
}
Pretty basic stuff, but I just wanted to show I’m also telling it to simulate physics via the constructor.
Any tips on this would be highly appreaciated.
Thanks from now!