Can someone please help me this is really making me pull my hair. I have a *character that i attach a mesh to (a flask). I attach it to a socket that i made in the static mesh’s right hand socket. When i go to play the game, the character then begins to float mid-air. WHen i disconnect the flash, then the character plays its animation as normal. Does anyone have any ideas that i can do?!
So far i have -
changed collision settings
changed physics settings
adjusted the location, rotation, scale and *weld Simulated bodies
adjusted simulate physics check*
messed with the root bone?
Can someone tell me what i’m doing wrong?
I know you said you adjusted collision, but that’s definitely a thing here. Try spawning the flask with no input of location (just use world 0 with scale 1,1,1) and then snap it, while also giving the flask no collision. Set it to ignore all! Then if that fixes it, we can figure out individual collision channels.
Snapping everything to “keep world” allows the animation to play as normal but the flask is like on the other side of the map! i feel like it’s something simple but just can’t put my finger on it?
This is how it looks when i change it to “keep world” you can see how far away the flask is from the character. thanks!
I’m thinking it’s something to do with the anchor of either the actor, the static mesh, or the solution. Because the movements of the flask are EXTREME. Like the flask actor’s center is way, WAY off. Could it have something to do with the import from wherever it was created? Was it created in UE or brought over? Either way try to look at the anchor point in that program and make sure the center IS the center and not way off in left field!
Edit: Also, can you show the wire mesh for the collision?
If you’re spawning the flask at 0.0.0 and using “keep world”, the flask will stay there. The correct is “snap to target” (for location and rotation, scale depends of the desired item scale). In any case, it’s important to preview the socket using the skeleton editor and visualize the desired location and rotation. You can rotate the socket to your needs. If you do so, “snap to target” will do the rest for you. Keep in mind that different objects with different pivot points and sizes may need different sockets.
Alternatively, if you’re attaching to a socket within the character’s mesh, you can spawn the flask at socket transform and then keep world will make more sense. So, get mesh, get socket transform (world space), socket= RSocket the rest is the same with Keep world.
The problem here is that Jdageek was doing exactly as you said- spawning it at the location of the socket, snap to target on Location and Rotation, Keep World on scale. However, as seen in the first two videos, by doing that, it causes the character to zoom around the room, which is why I was suggesting the other methods- not as a fix, but for narrowing down what the issue might be. I’m not trying to tell them how to fix anything right now, I’m trying to help determine what the problem actually is. Once we know that, we determine a fix, then go back to snapping to target and spawning at the socket location.
Hello,
Thank you for clarifying. Perhaps is a collision setting or something wrong with the asset. I’ll follow up the post and see if I can find anything helpful.
Thank you for all the help and suggestions. When in game, as i mess with the socket in real time as the game is playing… when i pull the flask away from the character, he turns to walk normal. when the flask blueprint/mesh is close then as u can see he starts floating. i’ve toggled off collision settings, i’ll also enclose the video of the mesh of the asset as well…
I think i’m onto something. When i make the mesh a blueprint actor. It works fine. When i make the mesh a “CHARACTER” blueprint , that is when i get the hovering effect. Perhaps it has something to do with the “character movement” component of the character actor?
it is the “character movement component” of the blueprint + the collision as suggested.
It is fixed.
Would you guys happen to know how to change the collision settings of the “GRAB COMPONENT” since it is in VR? it is those 2 things that i think are causing the hovering issue. Since i was able to switch to “no collision” and it works now with the character movement component.
I added the final “Grab component” and it happened again. I"m at the finish line …!
Ok I think I had a brain joggle. It might be that your character is stepping up onto the item. I haven’t worked much with VR characters BUT if they’re not nav agents (which I don’t think a VR character would be) they would behave differently. Maybe they don’t have a minimum step height? Try disabling this on the flask actor! Also disable it on the SM_Solution_1 to try it out.
OH man! Mind-Brain! … you were right! I had been going back and forth with this one and pulling my hair but you totally nailed it!. Dude thank you so much. Looks like it was the Collision settings + the Character Step on selection. Thank you so much again !!