Hi all,
I have created a BP in which there is a disc which is set to free wheeling using a physics constraint. I have set twist motion to be free so that whenever my player hits it it rotates freely. I have set ‘Simulate Physics’ on as well.
Now I am trying to put this BP as a child actor on another BP with a larger disc. For this larger disc, I have set it to rotate in a to-and-fro manner between two angle values. I use simple timeline for this.
My problem is this: When I put the larger disc BP in my level, it starts rotating but without the smaller disc.
How do I set it up so that: the larger disc rotates, along with the smaller one - which in turn should already have the free-wheeling effect. I am trying to create a merry-go-round kind of a thing as shown in the pic. The platform with blue pipes rotate, and the chairs on top are free to spin.
Hi @L1z4rD89,
Thanks! This certainly works. The way I am setting it up is to use Disc_Small in another (child) BP, where I have set the physical constraint you mentioned (Rotator_Small).
So in the example picture I shared, the ‘Chair’ is a child BP, which I have put inside ‘Frame’ BP as a child actor. I do this so that I can make the ‘Chair’ a generic BP and reuse it else where in my level. Also I am setting ‘Frame’ to rotate in a to-and-fro motion using Timeline, so what should happen is as in a real-world merry-go-round like this. The frame rotates and chairs are allowed to move freely on their own axis/pivot.
Hi @L1z4rD89, it works! Thanks buddy for the example files! You are very kind!
I was not including ‘NullObject’ in the BP. I think it works as a kind of pivot point for rotation, so instead of ‘NullObject’ now I have put a cylinder there! Thanks again!
Not sure how do I make your comment as an answer! It is only allowing me to mark my comment as an answer!! But feel free to do so!
In this example you can add the BP_Chair as a Child. The important setting in the BP_Child is the Swing1Limit to let it look like it would rotate from the rotation of the base. The adjustment of the base movement (BP_Frame) is up to you.