Trying to make an actor with a static mesh you set dynamically. Just want the mesh to act under physics on play. Only components are a scene root and the mesh. Both set to moveable
I’m setting the static mesh as a variable and having construction script set the mesh. Simulate Physics and Enable Gravity are both ticked in the instance I drag in, but the actor just stays floating in space not moving.
I just started a new blank project, deleted everything but the floor in the starting level.
Then I created a new actor, added a static mesh (Shape_Plane).
In the event graph, I set this up:
Edit - So I rebuilt it but left the static mesh collision settings as standard and it worked. Must be something i’m doing in there. will investigate further.
Edit 2 - So, I didn’t have the object set to be a physics body. Had created a new collision channel which I’d set my objects to be. Guessing that’s a bit of a rule?
Thanks for taking the time to try it out folks
My implementation differs from Chumbles in that i’m defining the static mesh by using a variable exposed on an instance of this blueprint dragged in to the world rather than in the blueprint intself. Not sure if that would cause any difference but I wouldn’t have thought so.
In the blueprint itself the static mesh is empty, and is set to the chosen mesh in construction script so I can see it in editor.