Hello, Thank you for your anwser.
The scenario I want to achieve is to make my ball get effected by the radial force of the vacuum.
Look, What is the main problem is that my Projectile
is not simulating physics… In your answer here you made a check whether if the overlapping component is simulating physics or not if (Component && Component->IsSimulatingPhysics())
. Here the problem is that theUProjetileMovementComponent
replace the root component & will only take affect if the replaced component is not simulating physics (Hence So it will never execute this if block) and it is a collision component. Furthermore, if the replaced component is simulating physics then it will only take affect Once “From when the Projectile
is spawned, till the first event occurs which needs physics to operate on”.
For example: " If I lunched the ‘simulating physics projectile’ by changing the velocity of the UProjectileMovementComponent
it will move using UProjectileMovementComponent
but when it hit something the UProjectileMovementComponent
is deactivated and the physics take place from there" And when this happens, the Projectile
will no longer bounce…
- I see what you are trying to say,
-
If I make the
StaticMesh
as child and enable its physics so it will be effected by the force.Well It will But, the only thing will be effected is theStaticMesh
and not the root.
This is a problem because theStaticMesh
will be moved while the replaced component (RootComponent) will stay at the same position. -
If I set the updated component to the mesh and disable its physics then enable the root’s component physics… It will be absorbed but wont bounce cause the
UProjectileMovementComponent
only works on collision component…
If I have any wrong knowledge please correct me.
Thanx in advance.
ThunderButt.