This sucks.
This won’t work because A) I don’t think the engine supports it and B) I wouldn’t know which actor was colliding because all the collision shapes would belong to the root
This is exactly as horrible as I expected it to be… I lose all the benefits of attachment, I would have to calculate all relative rotations and movements manually, it’s a nightmare
I could really use some advice from someone at Unreal on this… any chance that this will be implemented in 4.8?