Hi everyone
I am working on a plane project and I have been running into an issue lately.
When I try to rotate the plane, it rotates from a pivot point under plane itself which gives it a weird effect.
This is my blueprint:
you can use a scene component as the parent and adjust all children relative to it. I may be saying same thing as clockwork ocean but am not sure so figured i’d chime in.
the reason the box component is root is because I can’t use the skeletal mesh as root for the reason that I can’t add a force to it or it will give an error, so that’s how I fixed that error and now it works. If you know any other workarounds, it would be greatly appreciated.
I wonder why epic hasn’t added this yet.
And no, sadly I don’t have an OBJ or OBX file of the plane…
Hi again, I just removed the box again, set simulate physics to true on the skeletal mesh, changed the collision to physics body and tried to specify a bone for the addforce and addtorque node, I get no errors but physics don’t seem to be working, did I miss something?
when I remove the bone from the nodes, I just get an error that physics need to be enabled.
I’ll try some more stuff now.
I found out it’s definitely the plane because it works fine with the character untill I change the skeletalmesh to the plane, and it just doesn’t work anymore
I managed to make him stand up just by adding a force to his head