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PawnMovementComponent + Physics.

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    PawnMovementComponent + Physics.

    Is there any way or am I banging my head against the wall here. Tried having a bool trigger the simulation on the mesh on/off depending on input !=0, but it just bugs out. Values read correct but once it collides, thats it. Tried disabling gravity, no go. Different physics mats, no go. I can write my own gravity, ezpz, but it seems weird that FloatingPawnMovement can't use physics in any way.

    Edit: I tried everything I could think of. If you are reading this from googling the question, the answer is: Don't bother.
    Last edited by Kensei; 01-07-2018, 02:57 PM.
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