How to Undo Collision Effects

After looking over the newer file, I can see how much more flexible the BPs are, since I see Mesh and Static Mesh variables that make the meshes of each actor easily adjustable.

Including the Moveable Boolean does make sense, and it’s a lot less work than trying to lock the axes. Though I do wonder if the collision boxes are a little too large, I know they work for sure. But, the reason I included the X and Y Axis Collisions earlier was because I didn’t want the cubes to move too freely when pushed; I only wanted them to move along the floor without tumbling. Maybe I should adjust the Linear Damping.

I also wonder how you managed to fix the Lifetime variable to keep it from going too far downwards from 0. I meant to say before that the later cubes’ rapidly going far into the negative numbers was a bug. I tried to find the Lifetime number when simulating the newer file, but I wasn’t able to find that variable’s number on each Conductor cube. So, how did you manage to fix that? I’m really just asking that so I can prevent/fix the next problem I’ll surely be faced with. I do wonder if the Overlapping Actors variable has anything to do with that.

Lastly, don’t worry about the second level. I will make more levels on my own, especially with the BPs set up. I plan on making up to five levels total for the playable demo, and I may or may not use the same objects in some level, along with “broken” pipes and, maybe, smaller cubes as well.

Anyway, thanks for all your help! Again, I’m sorry I’ve made this thread longer than I intended, but I’m glad we got this fixed at last.