[TABLE]
I’m trying to spawn a physics constraint actor at runtime and set its constrained components to a sphere spawned at runtime as well as the player’s hand mesh, which is also spawned at runtime (VR Template MotionController blueprint). These actors are connected with a cable actor, so I want the cable to seem like it’s actually connecting and constraining the two actors.
I am getting the following error:
Constraint '/Game/VirtualRealityBP/Maps/UEDPIE_0_MotionControllerMap.MotionControllerMap:PersistentLevel.PhysicsConstraintActor_0.MyConstraintComp' attempting to create a joint between two actors in different scenes ( 'None' and '/Game/VirtualRealityBP/Maps/UEDPIE_0_MotionControllerMap.MotionControllerMap:PersistentLevel.BP_MotionController_C_1.HandMesh' ). No joint created.
I've attached the blueprint I am using to do so. 'ImpactPointObject1' is the sphere spawned at runtime, and 'Hand Mesh' is being referenced from the MotionController blueprint, which is spawned as part of the MotionControllerPawn actor in the VR Template. To be clear, the physics constraint is being spawned *after* the 'ImpactPointObject1' but is still being returned as 'None' in the error message, from what I can tell.
My goal here is to be able to attach different objects to each other in real-time within the game and have them be bound by physics contraints. Any help would be greatly appreciated. Thank you!