Bug when I attach a spwaned actor on socket

Hello,

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

Hi Ezekiel,

Can you share a snapshot of your blueprint where you’re attaching the component - that may help give some clues…

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Hi there @Ezekiel4000. Happy holidays!

This topic has been moved from International to Programming & Scripting: Blueprint.

When posting, please review the categories to ensure your topic is posted in the most relevant space. Hopefully, this category change will help you to get an answer.

In the meantime, good luck and happy developing! :slight_smile:

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yes of course, tell me if you want more information

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.

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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 !