If I have defined a collision body on physics assets of skeletal vehicle, I can move skeletal bones with Transform(modifi) bone on Animgraph blueprint. If I delete body of this bone in physics assets I can move bone.
I think that is not a problem with constrain between bodies because I put this free on all axis and only when I delete body from bone that I want to move, I can move it.
If I don’t have a body on this bone this part of model don’t have collision. For example a door from a vehicle that I want open.
If I’m misunderstanding anything please correct me.
I believe you are talking about creating a Physics Asset? Then you are deleting the constraints and that causes the unconstrained areas to not have collision?
I put some screenshot with my configuration. My Pawn is a Vehicle. It is a Forklift model, and I want to move fork up and down.
Problem is that with same code in Animgraph blueprint, if I change fork body physic type from default to kinematic, in kinematic I can move bone, but not in default. But in kinematic forklift not move.
Setting the forks to Kinematic is correct, but perhaps there is an issue with the base vehicle movement. Probably the best way to make sure that the forklift is still drivable after you add the fork movement is to make sure that your Blueprint setup for the forklift is similar to the default Sedan in the Vehicle Template. Then add in the additional movement for the Forks. Check your Blueprint against the one used for the Sedan and then follow the steps below to add in the fork movement.
Start by creating a Button Press with a Timeline and set a custom float Variable in the vehicles EventGraph.
I hope the above commented answer helped solve your issue. Since we haven’t heard back from you in a few days, we are marking this post as Resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.