In my game I have a table with a Drawer. When I interacted with a Drawer - it spawn some loot inside (as Actor. I’m using “Spawn Actor”) and after a Drawer is move to open itself. The Loot without simulate physics. I used “Attach Actor to component“ with “Rules: Keep Relative (or Snap to Target)”.
The Loot spawned, but not moving with a Drawer. How to fix it?
Thats great, let’s debug together. Probably a small culprit here which is fun to solve
We know item is there where it should be.
How you do the move? Is it skeletal mesh or static mesh?
Skeletal Mesh - > Check if the bone movement effecting all vertex as it should.
Static Mesh → Assuming its a timeline movement-> Drawer Mesh component → Print socket location to see if socket is moving or not. Also when attaching “weld simulaties bodies false” just to be sure.
I’m using “Move Component to“ for component. Heard it better when using Timeline + Set actor world location. Component is just Static Mesh.
Now I tried Timeline - but same old issue.
I think “Attach Actor to component” doesn’t mean it added Spawned actor as Child for Moving Component, which wierd (I thought it is main purpose for this node). For tests, I just added to moving Component some Text Render and Text render moving with Component.
A simple open close timeline for me. You can do logic like., 0 - 1 lerp, open play from start, close reverse from end or however you see fit. This is for just demo.
Yes seems your problem was not selecting the correct component but root component auto selected which is not your Drawer component so it was failing. It’s great now, glad that it worked on your side.
I am using a plugin named Electric Nodes however you can also EditorSettings-> Spline and change settings as tangents to appear direct atleast. Plugin has other aspects with delta distances etc which is quite handy many terms.