StaticMesh created in C++ do not display bAutoWeld in UE Editor if EditDefaultsOnly is set, If I set VisibleDefaultOnly, then I can see it but can not edit, but in both cases, I can not change either in BP nor C++.
Screenshot is attached for both cases.
What’s wrong?
And I believe you have to have a collision volume of some sort for your mesh, and you must set the collision up once you have a volume set (like a box or sphere or capsule, etc):
MyPrimitive()->SetCollisionProfileName(TEXT(“Pawn”));
MyPrimitive()->SetCollisionEnabled(ECollisionEnabled::Type::QueryAndPhysics); // set collision type query/physics/query only /physics only
MyPrimitive()->SetCollisionObjectType(ECollisionChannel::ECC_PhysicsBody); // set your collision channel
You might want to look at one of the starter projects in c++ that come with unreal engine and see if any of them setup physics
Thank you for your reply! But I have mange to do it a bit another way for now it is suffice.
How Can I get into UE4 documentation easily?
Because I tried a lot of time to look for some needed stuff and I did not find anything I looked for.
Is There some guide on how to get into it.
I have been working with UE4 about half a year (BP + C++), but sometimes I find it too difficult to do some stuff…
e.g a multiplayer game. I am using “Listen” architecture
I want to spawn a projectile from my weapon. and AFAIK it must be spawned only on a server so I do next: