Hey guys!
I’m working on a space battle game, and because of considerations that I’ll need to be able to use different player ships and enemy ships, I decided that I’m going to make all ships full blueprints. That said, this game is a bit like FTL, so a ship contains a lot of things: crew, a movement grid for said crew, various rooms with controls, etc.
My first goal is to get the basics of the crew down so I can move them and send them where they need to go, etc, as this will be integral to the rest of the gameplay as well. Because my ship is a blueprint, I’ve been limited to using components to handle just about everything on the ship. However, I’ve worked around this limitation by making “spawner components” which are components with little functionality, instead used as spawn points for things like grid squares and rooms, etc.
What I am trying to do now is to spawn a crewmate class (derived from the Character class) on a grid square (which is an actor spawned by a grid square spawner). The problem is that he gets spawned on top of the grid square instead of on the ground (this grid squares are physically 10cm above the ground of the ship, since they are a visual representation that need to be clickable). I’ve gone through and changed their physics settings to turn of “can step up on” and only overlap pawns (everything else is no collision, except visibility, because I need that for tracing clicks).
Now this whole problem would be fixed, however, if I could simply make gravity apply to this crewmate when he is spawned. I do not know why he has no gravity; his class is basically just the default character class with some custom variables which are not in use yet but there for later simulation calculations (not relating to movement).
So what I really need to know is how to get my guy to spawn with gravity, because that would fix my problem.
Thanks!!