Character with physics

Hello everyone!
I have a project where the player controls a sphere that rolls using physics. To create the sphere, I used a Pawn actor, and it already has a lot of logic, components, and so on. Now I want to replace the regular sphere with a robot. But I want to keep the sphere that the robot would use to move. So that it looks something like this:


Basically, I want to preserve the physics part. So I tried to adapt the existing blueprint. I thought I could simply add a skeletal mesh with hand animations to this blueprint and it would work. For testing, I just added another mesh (a simple cube) and attached it to the sphere. But due to the hierarchical system inside the blueprint, the cube rotates along with the sphere when i use movement inputs.
I found only one way to fix this — I added a Spring Arm component, enabled Use Pawn Control Rotation , and attached the cube to it:

This probably isn’t the correct approach, but the cube stopped rotating. However, there are other issues I can’t solve. For example, replacing the Sphere Collider with a Capsule Collider without breaking the logic doesn’t work either — again due to the hierarchy.

Is there any way to combine two meshes — one with physics and one without but with animations — into a single character blueprint? Or will I have to create a regular Character blueprint instead? And does anyone know how to properly set up components so they don’t rotate along with the sphere :grinning_face_with_smiling_eyes:?
ue5 5.7

you can’t. Unreal and physics are oxymorons first and foremost.

Secondly. you don’t need to. You just fake the sphere as a material based on character’s acceleration.
The character’s default capsule will provide the necessary collision and is forced to always be “upright” like your character should probably be.

Again. the sphere doesn’t physically need to rotate - you just make the material rotate.

BTW - a stupid solution would be to have the sphere simulate and then just transform a separate character to the same LOC. This is a net negative on performance of what is likely supposed to be a mobile game. so don’t….

Well, I guess I wanted to create Frankenstein :sweat_smile: