Problem: Player hits button to summon their ammo, ammo contacts the catapult arm, catapult arm “breaks”. Breaks = stays attached to the base, but goes under the world. This also happens with player collision.
In my blueprint for the catapult, I have a base, slingarm, and physics constraint. The ammo is a standard “projectile” from unreal.
Resolutions possible:
a) Do I need to instead rig the catapult instead of relying on the physics constraint? Currently the slingarm is just a StaticMesh.
b) Collision for the arm is current set to a physics body (I have altered this many times and I can’t find a working solution). The ammo is set as a projectile (I have also altered its settings many times to try to work a solution)
c) Create my own physical material and create the collision settings there.
I appreciate any input and thank you in advance.