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
?
ue5 5.7

