I’m having a weird maybe bug maybe my own ignorance. I attach one actor to another based on an overlap event of their child components. Once I drop the welded actors I’m holding using the pickup actor interface (vr template) they proceed to fall a short distance then fly off the map with translational and rotational accelerations based upon position/orientation when I release.
I am using a socket to snap the one actor to the other, I am welding the actors together (which i thought would simplify the collision boundary but I haven’t checked), and I am simulating physics when I drop (pickup actor interface) the actor I am still holding.
I made it so when the overlap event happens and the actors are attached the actor with the socket is still held and the other actors is dropped from the motion controller (otherwise crashes were happening).
I know for a fact that the collision boundaries are overlapping, but I have other components that are “snapping” together just fine without flying off. It is just one component that is having the issue.
Also when I attach the problem component to its only potential attachment point, it stays put, all other actors can attach to this “block” just fine after it is already attached.
If I take the problem block off with all other actors attached to it and let go, they all fly off together.
Basically… ¯_(ツ)_/¯…
I am guessing it may have something to do with rigid body motion and collision detection, since I have dealt with similar issues with FEA using ansys but thats just a theory…
Does anyone have any suggestions?