Hi, I have an actor with box collision as root component (because I want to sweep the actor with setactor location). The actor has a static mesh component that I want to set at runtime, but the mesh position is set so that the mesh pivot is at the center of the collision. How can I let the mesh correctly fill the box collision?
Thanks!
It’s not clear what the problem is. Are you talking about:
- scaling the box collision or the mesh?
- moving the mesh, so it stays in the the collision boundaries?
- is the mesh always the same? And if not, do they have the same dimensions and pivot points?
- …
Hi, I want to move the mesh so it stays in the collision boundaries. The mesh is always different with different pivot and dimensions. I attached the mesh directly to the collision box.
I have something like this.
Thanks.
Ok, solved.
What I did:
- detach component from box collision with keep world transform
- scale collision
- position collision at the center of the mesh
- attach component to the box collision with keep world transform.
Hope this will help somebody else.
Thank you.