One cube is a static mesh that…i do not know where it is from, but it seems NOT to be a regular Blueprint-Object since i cannot open the Blueprint-Editor by “double clicking” on the asset. This cube already was in the scene and interacts with the 3rd-Person character.
The seconde cube is a selfmade Blueprint-Actor. For this Actor i added a “static mesh”-component, added “somehow” the above mentioned cube as a mesh, configured the physics and collision detection and finally added this cube into the scene. Also the physics behaviour of this cube is as regular so far…
The problem starts whenever i hit the cube and move it a little bit away. It seems like the Location of the Actor stands still whiles the Mesh of the Actor moves freely as it wants!
In this picture, the first cube got hit 2x times. The white sphere-tracer indicate sthe location of the whole cube at the moment it got hit:
This cube was created by me and got also hit 2x times. Here, the location of the whole actor seems to stay the same as when the game started, bit the mesh itself got moves through physical collision:
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I would like to know what happened here? Did i miss anything or made something wrong? Or is it a real bug maybe?
The BP you’ve setup contains a cube with physics activated. So when that moves, the cube location changes, but not the actor location. The actor is the BP holding the cube. It does not move with the cube.
the cube you cannot open the blueprint is a raw static mesh, if you right click the cube and “browse to asset” you will find the folder where the asset is, you can drag and drop the asset into the level to create another static mesh identical the one you have in the level already, you can do the same with the actor you created, browse to asset and then drop it in the level wherever you want.
1 - im not sure, but i think if you drag the physics cube and make it the scene root the actor location will be the cube location.
2 - notice the folder icon with the magnifier below your static mesh, if you click there you will probably be in the same raw static mesh asset you have in the level with no physics
Thank you for your answer so far, it seems to me like you want to tell me that this behaviour is normal, right? Like, does that happen to all actor in game? Like, when I put another… let’s say EnemyActor… into the scene with “dynamic meshes” or “skeleton meshes”, does this behave the same like my second cube?
Because, why does the first cube not behave like the second one? Is it because it does not have a blueprint?
Unfortunately, the PhysicsCube is not movable in the editor… i know because i tried exactly that and was realy confused it didn’t work!
Well anyway…Thank you so far for your answer. It seems like everything is alright, i just didn’t know how actors and it’s compinents behave in game. Also, the first cube confuses me. I do not know what type of object that is…
@JVStorck 's vere already done but it didn’t change anything.
It’s very common for the actor location not to change
But I also tried to attack a dynamic, “AI” driven enemy-character in the scene. Hitting the enemy results in showing me the position of the actor AND the HIT-Position where the “actor” was at the time of the hit. So it does not seem to be a regular behaviour
It realy bugs me…i do no untderstand WHY this happens only for my selfcreated cube with it’s own blueprint.