I have an flying enemy and when I kill it, it hangs in mid air. How can I get it to fall to the ground? I’m thinking I went about the flying part wrong lol, so right now what keeps it aloft is the capsule component. When I kill it, the capsule component is what keeps it there. BUT the obvious is if I disable the Capsule it falls through the landscape. I am sure I am way overthinking this, any help would be appreciated. TYIA!
How is the capsule component keeping it in air?
If you could describe your logic behind how you’re making it fly and how that enemy’s blueprint is setup i might be able to try and answer
I would try to use in-built “set movement”. If they fly - flying, if dead - falling.
My Anim_Bp is nothing out of the ordinary, its just basically a test subject for now.
Has a base state and a dead state lol…thats it.
I just needed the reference to understand.
I can see that since it’s the animation that’s keeping it in the air, you’re specifying coordinates for the object to be at any given time; when the animation stops (on-dead) the bat stops where the last keyframe put it.
It would essentially need to be a movable object which has physics enabled. The gravity shouldn’t affect it (override to make it zero while alive) and when dead, the override gravity gets disabled and it falls as a movable object
Are you using floating pawn component? You can call “destroy component” in the death eventh followed by setting “simulate physics” to true and “enable gravity” to true. Having a capsule collision will prevent your enemy from passing through the floor.