So recently, I’ve been trying to make a item container that when destroyed would make a item pickup appear, in case a green Star Gem for reference sake, with the item bouncing into the air upon being spawned before falling to the ground.
behavior would differ from item pickups not in a container in that their standard behavior is to float in the air, unaffected by gravity. I had hoped that by attaching a Simulate Physics node to the Spawn Green Star Gem event that it would allow the new green Star Gem item pickup to be affected by gravity and fall to the ground after being spawned.
Unfortunately, instead the newly spawned item just floats in the air like its non-container brethren.
Additionally, I can’t get the newly spawned item to bounce into the air immediately after being spawned either as I can’t seem to figure out how to get the Launch Character event to target the item spawned.
Does anyone have any idea of what I’m doing wrong?
EDIT #1: I managed to get Simulate Physics working on the falling collectible but after doing some tests, I don’t think enabling physics is the way forward.
The test that made me reconsider using physics was one where I positioned a platform underneath the falling collectible in a way that the very edge of the collectible would hit the platform in order to see how that would affect the way that the collectible would land. The end result was that the collectible ended up bouncing into the background of my level where my character wouldn’t be able to reach it.
Instead I was wondering if it is at possible to assign gravity to the collectible but not physics, as the player character and the enemies I’ve created thus far all obey the law of gravity but otherwise do not have any other physics assigned to them.
The player character and the enemies are all of the “Character” class while the collectible is instead of the “Actor” class, is that an issue? Or is there a way to assign gravity without enabling physics to a object of the “Actor” class?
EDIT #2: One issue that I’ve been having & should have mentioned before, is that while I have physics enabled for the spawned item, the player cannot collect the item when they touch it, with the item bouncing away instead. I’ve tried changing various Physics settings but nothing seems to allow the player to be able to overlap the item while simultaneously maintaining physics for the item.
Just for reference, here are the collision settings for the non-falling item pickup:
And here is the collision settings for the falling item pickup: