I’m trying to make a chain that hangs from the ceiling with static meshes. I’ve done this in UE3, but its been a while. The static mesh is 4 links long. I’ve made a blueprint that extends the length to be as long as the public 3d vector. This part is working perfectly.
The mesh is set to use complex collision by default. If I set the first segment to simulate physics the whole thing falls off the ceiling and actually falls through the floor. I have the rest of the segments set to simulate physics, but one of two things happens. Either they too fall through the floor, or if I weld them to the first one, then they don’t budge at all.
This is driving me nuts. If I manually create everything it works perfectly. If I create it dynamically, it all flies apart. The manual version requires you to type in the name of the components to constrain, which is not a problem.
The dynamic version initially also asks for the name which doesn’t exist. Doesn’t matter if I leave it blank or put in the names of the permanent object. However it appears that I can get around this issue of names with the “Set Constrained Components Node”. It asks for a target (I’m assuming this is the newest constraint) as well as component actors. I feed it the previous mesh and the current mesh just I had done manually, but no it falls apart anyway. Its almost like its ignoring my “Set Constrained Components” node.