The objects I’m trying to grab and toss are actors with a basic cube.
On an overlap event, Character attaches cube actor to the component of the character. Disables simulate physics. This works fine until you try to throw the cube.
Press a button and the character detaches the cube turns on simulate physics and the cube teleports back to where it was grabbed as if it could solve for physics in its new location. It just went back to solving physics in its old location.
So I’m not sure if there is a way to get that to work…
So I try a physics handle. Instead of attach. This doesn’t even work. I changed the values for the physics handle. Nothing.
(Solution… Beware of constraints on your objects)
Hey there @TinyTracker1! So the reason it changes location oddly when you simulate physics might be because the cube itself isn’t the root of it’s actor. Make sure the cube is the root first, because when you simulate physics on an SM component it automatically becomes it’s own actor unless it is the root. If you first detach keeping world location, then simulate physics on it, then add the force, it will work as intended! Here’s a tutorial doing something similar. (you can skip the animation parts in your case)
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For the detach and attach method. It still does the same wrong thing. Regardless of what the cubes relationship.
It it also doesn’t work correctly with physics handles. It won’t move. It’ll rotate. Almost like it becomes buoyant.
Okay. One is an actor. One is a static mesh actor. The actor doesn’t follow the player. The static mesh actor does follow the player. Okay so what fundamental thing am I missing here?