Hi, I have some destructable objects made of static meshes in my scene that sometimes sit upon each other. I want an object to fall if the one it sits upon is destructed. However, I don’t want said object to move if the player runs into it.
Is there any way to achieve this? If I disable Physics simulations altogether, the object just stays up in the air where it was before.
I tried this and while it helps as the player does not move the objects while walking, some sort of interactions still happen: if one of the objects is falling on the player it definitely interacts with it as it bounces on its head and then falls away. Also, if the object is partially on a platform and partially outside, the player can still jump from beneath it and move it. And for some reason, sometimes the player seems to slightly move the object if it collides with it while jumping.
However, I don’t want said object to
move if the player runs into it.
The interactions between capsule collision + movement component and physically simulated entities are somewhat intricate. Try this in the player if all you want is to disable that interaction altogether:
I mean, it’s good that it interacts with the player when falling, but I don’t like the fact that the player can affect it jumping from below or hitting it while in air. I’m curious what the “Physics interactions” is meant to specifically be at this point.
if one of the objects is falling on
the player it definitely interacts
with it as it bounces on its head and
then falls away.
What would the desired behaviour be in this very instance? Is it acceptable for the player to completely ignore the object and pass right through it and vice versa? This can be achieved with collision channels.