Hello everyone,
I am currently experimenting with the new Mover plugin (Mover 2.0) and I’ve run into an issue when trying to set up a custom Pawn.
My setup works perfectly fine when I use a standard collision shape (CapsuleComponent, SphereComponent, or BoxComponent) as the RootComponent. The inputs are passed correctly through my InputProducer, the MovementModeStateMachine does its job, and the Pawn moves exactly as expected.
However, my game requires the Pawn to use a StaticMeshComponent as its RootComponent. As soon as I replace the capsule/box root with a StaticMesh, the Mover completely stops updating the transform of my Pawn. The mesh just sits there, even though the inputs are still being fired.
My questions for anyone who has dug into the Mover source code:
-
Does the
MoverComponentor its Backend hardcode a check for specificPrimitiveComponentshapes, ignoring StaticMeshes during the movement update? -
Is there a specific physical/collision setting required on a StaticMeshComponent for the Mover’s network prediction liaison to update its transform?
-
Do I need to create a custom
MovementModeor override how the Mover sweeps the geometry when dealing with a StaticMesh root?
Any pointers or workarounds would be hugely appreciated. Thanks!