No detection of collision with ray if physics is turned on

I hope you understand my problem from the video.
I have an object (in a blueprint) that I’d like to use with physics.
My objects are detected by a Ray and as long as the object doesn’t have physics, everything works fine.

As seen from the video, with physics activated, it stops detecting collision with the Ray.

Is all of this normal or am I doing something wrong?

This happens because you are probably tracing by the object type “WorldStatic”. World static objects are objects that have no physics enabled and are as the name implies, static. If you want to still do a trace by object node, just change the trace to “PhysicsBody” as your object has this object type when you enable simulate physics.

I suggest, though that you do your line trace by Channel or profile though.

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Thanks, that was exactly the problem.
I fixed it by adding a pin for the PyhsicBodys.

I would like to take advantage of your knowledge for more information. Now that the object is seen by the Ray, I have to deactivate its physics to make it move…

I used the Set Simulate Physic node to “turn off” the physics.

And from the details it is showing me that the physics is turned off correctly.

Unfortunately though the state is not really updated, I guess I have to force the physics state to update.

In fact the interaction starts (that is, the state of physics is considered deactivated) correctly as soon as I manually modify something on the details panel.

It seems that node ForceRecreatePhysicsState no longer exists in Uneral 5?

If I don’t find another solution I’ll have to spawn a new clone object with physics disabled by default and hide the one with physics. But it seems to me a very cumbersome thing.

Yeah making a clone would be extremely cumbersome. To change the line trace object type you’ll need to use the Set Collision Object Type node. This does not change whether or not it simulates physics though so you’ll still need the set simulate physics node to make it stop simulating physics. I think that should fix your problem.

It’s not a collision problem but being able to translate and rotate the object with the mouse. With physics enabled this doesn’t work and I wouldn’t want to redo the whole object inspection system.


If the Set Simulate Physics node worked I’d have solved it.

EDIT:

I figured out where the problem is.
When an object has physics, it is taken out of its ‘Default Scene Root’.

In my inspection, I just move and rotate the Default Scene Root object.

On editor:

On Runtime: