Collision problems with attached actors and physics

I am working on a modular ship that can pick up and attach pieces to the hull. I want both the hull and the pieces to be collidable with the environment but not itself. If I disable collisions for the attached actors, the ship’s controls work fine. But when collisions are active, the ship fights with the attached actors – like their boundaries are hitting and Unreal doesn’t know what to do about it.

To better clarify, I use a separate actor for the pickup object which has no collision. As the actor is attached, collisions are set to ignore. This lets me attach without any initial change, but rotation after that point causes issues. I do have physics enabled because I am using force values.

I suppose I could handle movement via local offset/rotation, and only activate physics on overlap – or, enable/disable collisions on overlap.

Has anyone had similar issues?

There few ways to fix this issue one of them is to make the collision part not touching each other, the other one is simple as well remove the collision to each other altogether(you can add custom collision if you want).

Ah, that’s an idea. I certainly can do custom collision boundaries that don’t overlap.

Now, what do you mean, “remove collision to each other altogether” is there a check box somewhere to remove only self-collisions from attached actors?

Not that I know of, but there is custom collision where you can add a collision of “Ship” and then in ship parts make it that “Ship” collision will be on ignore, while other collisions as dynamic or static will be on blocked(Ps: you add custom collision in project settings in Edit)

Thanks, I didn’t know you could add to that.