Attaching physics object to blueprint, simulation issues

Y’ello there again good ol’ answer hub, I have returned with a bit of an annoying problem which I do not seem to be able to solve myself, this time it is regarding a physics simulating objects I have attached to my firstperson character blueprint ( Built ontop of the first person BP template ).

This object is a lantern, where the handle is not simulating anything at all but the lantern itself wobbles back and forth as if it was held by a hand, however I am experiencing some strange issues when moving my character around, it seems that the physics simulated object is being affected by the blueprint code used to control to the character, for instance when walking forwards, the lantern suddenly points forward, and when jumping it shoots upwards. I have been looking around for ages for something that’d let me switch inherting that behaviour of but to no success.

EDIT: I’m also having issues with the lantern never stopping after it has started moving once, no matter how long I stand completely still there’s always a very slight wobble to the lantern, which I would like to get rid of.

Here’s a lil’ screenie of my issue.

https://dl.dropboxusercontent.com/u/63462053/LanternHelp.png

Already toyed with all the damping options, all they do is make the physics simulation slow and unrealistic, it does however not fix the never ending waggling nor the fact that the lantern recieves physics input from the player controler.

Infact if you take a peek at my screenshot you’ll see that I have both dampening methods turned up to silly levels, doesn’t fix anything.

Take a look at angular damping, it should help

Hoping to bump this, issue is still occouring, now on 4.8.3.

Have tried litteraly everything I can think of and nothing does the job. Turning of both enable gravity and simulate physics litteraly does NOTHING to the object and it keeps acting the same way.

UPDATE:

The lantern is now simulating properly ( I think ) I replaced the skeletal mesh entirely within the components tab, I guess it must’ve been something that didn’t transfer over well during engine verision updates. I have not been able to test properly because it now refuses to attach itself to the hand mesh, it is asigned as the child of the hand, but during runtime, it just kind of floats in air wherever the player spawns.

After fiddling about for a while the lantern has now returned to the exact same way it was in my intial post, this is messed up.

I would appreciate it if someone could give me a quick description on how to actually make a physics simulating component follow its parent, for example the handle on the lantern is not simulating anything, only the lantern itself, so it should be fine to just attach it. But NOPE!

I realize this is over a year late, but I just solved my physics-object-attaching-to-blueprint problem by using the “Get Root Component” node on blueprint(pawn) and object.

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