Get Pawn to stay on moving Actor

Hey everyone, so I created a moving platform, just a basic actor BP with a cube, that cube moves to an end location and back to the start when a bool is flipped.

Problem:
I have a pawn that is using Floating Pawn Movement (I even tried making a character BP and couldn’t get this to work), when the pawn, which is just a sphere, is on the platform, it won’t move with the platform. Both objects have physics enabled, but I can’t get the pawn to stay on the platform when it moves. I did this in a random project and went back to see how I did that, it looks to be the same, I can’t find anything special I need to do for a pawn to move with a moving actor. Any help would be appreciated.

Could you clarify that you want to use physics but also want to override what physics is doing.

Instead of the above, the goal is to have the ball stick to the platform and inherit its movement? Essentially:

stay on the platform when it moves

Could you elaborate what stay means here?

So to stay, I mean, if the ball and platform are both at a standstill and the platform begins to move, the ball will travel with the platform. I don’t mind the stays in motion and user needs to account for it when the platform stops, but if I spawn the sphere on the platform, then move the platform, the ball sits there then just falls into empty space instead of moving with the platform.

Sounds physically correct, tbh, but does not mean it’s what we need, ofc. To clarify, this is undesired:

You want to avoid that and force the ball to move with the platform, inherit its movement. If so, depending on how the rest of the game works:

  • attach the sphere to the platform (played input can detach it when it kick in)
  • or override the pawn’s linear velocity when the platform starts moving

In the platform actor:

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That’s what I was looking for, thanks!

I did find another solution but it really isn’t the best way (doesn’t allow to interact with other objects like being blocked). I just attached it to the platform on overlap, then detached it and re-enabled physics on end overlap…but your solution is far more flexible. Thanks again.

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