I’m using Blueprints for as much of my work as possible due to my lack of C++ knowledge.
I am trying to create a flying saucer which ideally would always stay in front of me but ideally I’d like to get it to be movable anywhere on vertical plane in front of me.
I have a MyCharacter BP which features below image:
I have attempted several things:
No collision on two static meshes.
No collision on Capsule Component.
At this point I can fly through anything.
If I add collision of any sort to Static Meshes it seems to make no difference.
If I add collision of any sort (well, most sorts) to Capsule Component ship cannot move at all. It’s stuck on starting play. I cannot make it do anything.
I put the ‘Player Start’ position up in sky so there shouldn’t be anything stopping it from moving.
I’ve rattled through these forums and tried several suggestions from top 30 searches, but to no avail.
Can anyone please suggest a way to get this object moving again?
Here are movement controls, in case they’re useful.
If you can respond with some details it would be much appreciated. Thank you very much in advance!
Hey ,
Do you have Simulate Physics turned on?
On capsule root component, yes. It’s greyed out for rest.
Hey ,
Simulate Physics and Character Movement do not cooperate. If you Simulate Physics, Character Movement component won’t respond to movement updates. Since Movement component uses it’s own math for gravity and movement, you probably won’t need both for basic movement controls. Disabling Simulate Physics will let you move your ship way you have it set up.
You will also need to go into defaults for Character Movement component, though, if you need your ship to ignore gravity. Go to Defaults tab and search for Gravity, and make sure that Gravity Scale is set to 0.0 under Character Movement.
Hope that helps!
You gave me exact clue of where to go. It wasn’t physics enabled option, but in CharacterMovement component I have on blueprint I had ‘Enable Physics Interaction’ enabled. After killing that it’s working as intended.
Excellent, now I only have some simple but long-winded stuff to put in and core mechanics of game are done! Then it’s on to character modelling - well, robot modelling…anyway…
BTW, I didn’t properly thank you for your assistance…so THANK YOU!