AttachToComponent disable pawn movement

Hello,

Do you know why this function disable the character movement but not the object movement attached to the pawn ?

Most Likely you have collision on the attached component and it is stopping your player from moving… usually what happens to me.

I setup a custom collision channel or if possible remove collision from the attached component or tell the component to ignore pawn collision.

Hope this helps,

Do you mean call AttachToComponent only once time ?

Lets assume you are adding a sword to your characters hand.

when it is attached your character stops moving. and when it is not your character moves freely.

if you look at the assumed sword and checked its collision and found it set to lets say “block all” then your character would be welded and attached to an object that will act like a wall to your character. therefor your character stops and wont move.

Solution is to change the swords collision to ignore the pawn.

then when you equip it the character will ignore the collision between itself and the hypothetical sword he is holding and move without the sword impeding its movement.

Ok I found an easier solution, it’s to attach the character to sword, not sword to character (drag the object on the Character in the World Outliner)

But I don’t know how to do it in blueprint script.

Finally I found a solution, it’s MoveComponentTo()