When I press Play, the StaticMeshComponent falls to the ground acting like a RigidBody, whereas the BoxComponent remains in mid-air!
I totally don’t understand why this is happening
What I want is the BoxComponent falling to the ground (without rotating, without simulating physics, without overturning… just linearly fall) AND the Mesh should follow the BoxComponent… and when the BoxComponent finally touches the ground, the Mesh has to remain in mid-air so that it doesn’t touch the ground too!
Switch simulate physics *off *on the mesh, switch it *on *for the box. Set box’s collision to block. You can adjust constraints in the box’s physics tab.
If you do not wish to use physics, you’ll need a different method for movement. You can interpolate during tick until you touch ground via line tracing.
The floor is at defaults, meaning its collision is set to *Block All *and it’s a *Static *object Type. The above box is a dynamic object that responds to Static.
The mesh collision is only important for any further interaction and should play no role here.
First of all, I don’t have any **Simulation Generates Hit Events **in the BoxCollision details (my screenshots above are a demonstration of what I see)
I’m using C++ to create the Components and this is the code
However, I tried to use the **OnComponentHit **event as you said and a PrintString node actually confirmed me that the event is not fired. Looks like it wants the **Simulation Generates Hit Events **enabled, but I have no idea where to find that option