I’ve seen other posts saying that for objects with simulated physics, you turn it off by default and then activate the physics when you need to. Then turn it off again if you need to move it.
I tried that, and it was working for a while but then I made another blueprint that referenced it and when you click on the new BP, it would launch the exact same Custom Event in the same old BP that would move it, except now it’s not moving.
What I’ve got is an item I can pick up and drop. And when I drop it, it spawns another BP above it (the new BP- rendered text to make picking it up again easier). But once I drop it, I can pick it up and it adds it to the inventory- the data is there, and i can even drop it again, but it doesn’t move the damned thing to the inventory, physically speaking. I see no 3D object there. Before, it would with no problem. I think something recompiled in the new update to 4.10 wrongly? The new BP is communicating fine with it as far as I can tell. It’s just calling the Interacted Custom Event in the variable that’s set when it’s spawned (and this is the exact same event that’s launched when you pick it up in the first place sooooo…?)
Please help. Would it be in poor taste if I mentioned it’s my birthday? ha…ha… weep