How do you deal with the chaos of the root component?

How do you deal with the chaos of the root component?
un-checking ‘Editable when Inherited’ does not help (1) and what i do: I have to set the scene to root as the root and reassign the nodes after spawn (2)

(1)



(2)


but from this I have another problem, I can’t get it to work on the client (Set Updated Component)

Import correctly oriented mesh (or use in-engine modelling tools), add capsule / box / simple dof collision to the mesh itself, have mesh as the root. No need for a scene comp, additional capsule or Set Updated Component.

Would that work for you?

ohh, I’m not a modeler at all)

Place mesh in the scene and select it.

  1. modelling tools
  2. x-form
  3. use gizmo to re-orient it

  1. complete
  2. bake (mhm :cookie:) transform:

  1. new reoriented bazooka mesh after baking (duplicated the original before the process to demo):

image

7, 8. remove old collision (if any), add capsule:

  1. assemble:

  1. repeat the entire process because we made a mistake at #3 and did not rotate the way we wanted…
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Bake Transform not work =\

Perhaps because it’s a Skeletal Mesh? Never tried it on one.

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If it didn’t work on skeletal mesh you could make a new static mesh with it.
The boom doesn’t seem to need animations anyway?
Don’t need to use skeletal mesh if it has no animation.

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@Everynone @baobao4435
Thank you very much guys. I used both of your variant and now everything works fine for me.