I thought I knew how actors, their components, and pawns work with physics, but apparently I know absolutely nothing.
What i want to do is attach X number of actors to the player and apply physics to it all. Because the player is a vehicle, and the vehicle is procedurally generated. Originally, what i did was create an Actor, called it Vehicle, and then attach all the Blocks to the Vehicle.
Looks good:
until you apply physics:
Now, i was hoping i could just apply physics to the Vehicle actor, and all attached Block actors would magically follow suit because they are attached to the vehicle. But this isnt the case because Actor doesnt even HAVE physics to turn on. Just a scene component.
Idk what to do, or what i should be doing. Do i instead turn all the Block Actors into Block Components? Do i make the Vehicle actor into a character so it will fall down to the ground? I cant use the Chaos Vehicle Plugin since that uses skeletal meshes and my work is procedural.
So far ive tried:
- Turning blocks into static meshes and adding them.
- turning vehicle into character and attaching Block Actors to them. (error is player is stuck from the movement component. probably because Vehicle is attached to blocks that dont have physics enabled, so they are locked in place)
- Adding vehicle movement component to Vehicle (did nothing because this setup wont work with Wheeled Movement Comp)
- bIsSimulatingWeldedBodies enabled for attaching
What do you guys recommend for attaching actors/components to a parent actor and having their physics based on it?