Blueprint: Set to simulate physics but Collision Enabled is incompatible

If u are Running in this Issue there is a fix!

The Warning

“Invalid Simulate Options: Body (…) is set to simulate physics but Collision Enabled is incompatible”

is f.e shown if u set Collision Enabled to “Whatever” and then set simulate Physics to True

But if u first set Simulate Physics to True, and then set your collision Option, the warning will not be showed.

My case:

Start Game: → PRESET: Collision = Enabled (Querry and Physics), Sim Physics = True
→ Item drops on top of the ground
Pick up Item: → SET Sim Physics = False THEN Collision = No Collision
Drop Item: → SET Sim Physics = True THEN Collision = Enabled (Querry and Physics)

->-> No Warning anymore

I like this person.

This was just a bad assumption on your part based on how you wanted it to work.

Just because the barrel is one object does not mean that within the engine you can only have one object.

You make a blueprint that detects the presence of a nearby player (probably on hit) which allows you to push the barrel by simulating physics.
You then turn the option off/stop simulating so you can shoot at it without causing it to move.
You can then swap the barrel for a skeletal mesh to play an explosion animation, for instance.

You can even just have multiple blueprints so long as you tween and polish how they swap out one another.

Eons late by now, but maybe it helps the next person around…

1 Like

Sounds pretty complicated for a complete beginner, which I used to be. Opening the editor and trying to do something like this for the first time, and then seeing that physics and collision are mutually exclusive is just horrible UX and can be demotivating. Not saying it needs to be easy, just that this is explained poorly to the user.

Also, saying that it was “bad assumption on my part” is rather rude. As explained, I didn’t know better and simply posted ONE possible solution to help others. Please remember that everyone, including you, has to start somewhere.

Also, what if you have a multiplayer situation? One player may move the barrel around while another chooses to shoot at it. Enabling something based on proximity of one player does not sound right..

Nothing worthwile is ever easy.

Lack of knowlege is not an excuse for thinking about things incorrectly.
You just need to learn more and re-think. Its called Programming. Its 90% trial and error when done right. If you think its “rude” to tell you as much you may as well quit and go do something else. If you think it’s rude, you’ll have a fit and quit anyway the first time your function doesn’t do what you want for 3 days straight.

The multiplayer doesn’t change anything. You can detect a bullet hit as the barrel is actively being moved and you can make it blow up just the same.

No real reason that you can’t have 2 collision hulls with different settings either, so again, the whole issue is just born from a bad assumption on your part…

It’s always an excuse, and always an acceptable excuse. Education is about expanding a person’s way of thinking.

We are never going to be able to agree on this, and I will always oppose your view on this one.

That’s your problem - and its just fine that way.

There is absolutely nothing wrong with disagreeing so long as you are actually willing to listen to other ideas and possibly learn. Something which people never seem to do.