Hi,
Trying to make a chaos vehicle that consist of multiple component meshes (turrets).
The base vehicle works well. however.
I cant seam to get aditonal Skeletal meshes to play ball i can get either;
- Animatable mesh that has collision on vehicles bases and players but not on other turrets or terrain using kinematic on the physics asset or turing physics off.
- A simulated physics turret that wont attatch or conect via a physics constraint and wont run the animations just goes floppy within contraints. but will interact physics wise. (physics contraint can attatch it to say other things just not the chaos vehicle mesh )
This shows the Phisics constraint not conecting to the Chaos vehicle Mesh but conecting to the turret
i ma trying to make it like this so designers can switch out and change the turets and their locations at will between vehicles.
I am using a class that extens USkeletal mesh and is added in blueprint.
I have tried adding it via C++ first but as it wasent working so im testing in blue print and the same issues.
Any advice from any one whoos got multiple skeletal meshes / components contributing to the whole physics of a chaos vehicle.