I have two actors, my thirdperson and another one (object A) that I want to equip, I have a problem when I want to attach the object A that I spawned in my blueprint of my thirdperson. I spawn the object A and get the static mesh of this actor, the same static mesh that I give as a target for the attach component to component. To do this I call an event in object A that detects with a sphere if my personange overlaps object A, When I do this, the camera bugs and goes inside my character and my character moves faster, I certainly made several mistakes (I’m a beginner) but I don’t see where. I would need help
Thanks
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From what I understand I think this is from the collision sphere from the object A which create this bug because I get this message in the log : LogCharacterMovement: BP_ThirdPersonCharacter_C_0 is stuck and failed to move! Velocity: X=122.75 Y=-484.70 Z=0.00 Location: X=2019.15 Y=852.30 Z=92.21 Normal: X=-0.18 Y=-0.98 Z=-0.00 PenetrationDepth:8.322 Actor:BP_Object_C_0 Component:Object_mesh BoneName:None (1 other events since notify)
LogBlueprintUserMessages: [BP_ThirdPersonCharacter_C_0] 0
When attaching actors to actors their collisions can start pushing on each other causing the main actor to behave weirdly. You need to probably make the newly attached object ignore the main actors collision while attached.
Yes this is exactly what happenend, I get the collision component from my Objet and set to no collision with “Set Collision enabled” and the weird behavior is gone, thank you all !