I’m trying to attach a skeletal mesh (fishing line) to my weapon (a fishing rod). I’ve created a physics asset for it and attached it as a SkeletalMeshComponent to a socket on my rod.
Here’s my code for my fishing rod firearm class:
class MyFirearm_FishingRod extends MyFirearm;
var SkeletalMeshComponent FishingLineSkelMesh;
simulated function PostBeginPlay()
{
Super.PostBeginPlay();
AttachFishingLine();
}
simulated function AttachFishingLine()
{
Mesh.AttachComponentToSocket(FishingLineSkelMesh, 'rod_tip');
}
defaultproperties
{
//Firearm mesh
begin object name=FirearmMesh
SkeletalMesh=SkeletalMesh'PathTo.SkeletalMeshes.fishing_rod'
end object
Begin Object Class=SkeletalMeshComponent Name=LineSkelMeshComp
SkeletalMesh=SkeletalMesh'PatchTo.SkeletalMeshes.fishing_line'
PhysicsAsset=PhysicsAsset'PathTo.PhysicsAssets.fishing_line_Physics'
bHasPhysicsAssetInstance=true
End Object
FishingLineSkelMesh=LineSkelMeshComp
}
The line attaches fine. However the physics asset doesn’t play, and the line remains rigid.
Does anyone know what i’m missing to run the physics simulation on the line?