Is the socket spelling correct, including case?
This may also help:
On collide, turn off physics, then attach.Is the socket spelling correct, including case?
This may also help:
On collide, turn off physics, then attach.Hi all!
I’ve been trying to create this blueprint where a random hat drops on to my player character and sticks on his head until it is destroyed a little while after. Everything seems to be working except no matter what I try, the hat will not bind to his head. I have gotten some of them to kind of stop in the spot, but they usually bounce/slide off, and even if it does stay on his head, it doesn’t attach to a socket, it just awkwardly floats in the middle of his head before getting knocked away by any movement.
Here are the bps:
Physics is turned on for all the hats and I do have the socket created in the player character skeleton. Maybe I change them to pawns and create an AI to send them to the spot before they attach?
Thank you for any and all help
Hi there! Socket looks like is spelled correct, including case. I gave Set Simulate Physics (off) a go and it wouldn’t let me plug my Return Value from the Spawn Actor into that. I guess the problem it would have is that it would be setting the physics for the Actor rather than the Spawned Actors themselves? I tried going into the blueprints of the hats themselves and setting the physics to off on overlap as well and still no luck
The attach node doesn’t care if the actors are simulating physics, are you sure you got that right?..