So I have an inventory system where you will pick up objects from the world, I have physics & collision enabled on basic objects (food/materials/etc) but when physics & collision are enabled on weapons, they just fall out of the characters socket and fly around. They’re also able to be picked out of the players hands by pressing E to interact. I need the weapons to be able to be picked up from around the world, though also able to be equipped.
I thought that the approach to this would be to have two different actors, an actor for the spawned item in the world (with physics & collision) and one for the actual equipped item with no physics or collision, using tracing to calculate hits. I’m using data tables/structs if that helps.
Am I wrong in assuming that I need two actors for each weapon or is there a better approach to this? Any help would be greatly appreciated!