Hello! I have an airplane (an A-10 thunderbolt) to be exact, which takes the role as root of it’s actor blueprint. It is imported a skeletal mesh and has proper collision generated. It flies just fine and all is well, but I’d like to animate the gun turning, while simultaneously simulating physics (keep in mind, no advanced ragdolling or anything, just a basic “it has mass acceleration, thrust, etc”.
I’d like to do this while keeping he relatively detailed collision I’ve generated for it through PHaT.
It would be convenient not to have to transfer things over to some sort of other component simulating physics which this will be parented to.
Thanks for reading! (Please help )