“Is there another way to “weld” physics enabled static meshes together”
#AActor::AttachRootComponentToActor
/**
* Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket.
* @param InParentActor Actor to attach this actor's RootComponent to
* @param InSocketName Socket name to attach to, if any
* @param AttachLocationType Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent.
*/
UFUNCTION(BlueprintCallable, meta=(FriendlyName = "AttachActorToActor", AttachLocationType="KeepRelativeOffset"), Category="Transform|Actor")
void AttachRootComponentToActor(AActor* InParentActor, FName InSocketName = NAME_None, EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset);
This will weld as many Actors as you want to another actor!
There will be no wiggle, but each actor can only be attached to 1 other actor.
#Detaching
You can detach any time!
/**
* Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.
* @param bMaintainWorldTransform If true, update the relative location/rotation of this component to keep its world position the same
*/
UFUNCTION(BlueprintCallable, meta=(FriendlyName = "DetachActorFromActor"), Category="Transform|Actor")
void DetachRootComponentFromParent(bool bMaintainWorldPosition = true);