I have a tree:
And I want the tree to fall once all of the destructible parts below it are destroyed:
which I have achieved, but I have an issue where the tree also falls when i shoot a physics object at the tree which I dont want it to do. at the moment the top half of the tree is sort of ‘balancing’ on the base of the tree as i cant figure out a way of turning on and of the physics simulation for a child actor. I loosly followed a short youtube series on how to make chop-downable trees:https://www.youtube.com/watch?v=-zGTNGW_Gq8 and modified the blueprint to get the result im currently at.
I’ll use this to try and get my point across: Imgur: The magic of the Internet
This is the current layout of my Tree Blueprint, as you can see the top half (the part that collpses) is a **child actor. **Now I know nothing about child actors, however I use it as a bruteforce method to get this to sort of work.
Anyway, after all that, what im trying to ask is: Is there a way to Turn ON and OFF the physics simulation of a **Child Actor **from within a **Blueprint **containing the child actor?
I understand that you could use global variables to tell the TreeTop blueprint to turn on the physics sim but that would affect ALL trees in the game. if that isnt possible, is there a better way of doing what im trying to achieve?]
Also, is there a way to make it so that actors cant interact with Physics Objects?
if anyone manages to understand this, then I applaud you.