Physics Box Collision follows child static mesh with collision off's relative and world rotation.

Hey! So I have a physics based kart that goes like this: Root (Parent) Kart Static Mesh (Child of Root) and Collision (Child of Root)

The Kart mesh and every of its children have the collisions deactivated, but for some reason if i rotate the kart mesh this happens:

Yes, the root follows the mesh’s rotation and messes with it, how can I separate the mesh’s rotation and translation from the root?

Thanks in advance

Yes

I’m not sure what exactly you’re saying is happening, but I’m assuming you mean the cart goes off center?
If that’s the thing, where is your origin point on the cart? If it’s not exactly in the center the rotation will be skewed.

Set whichever component(s) you don’t want to follow the root’s/parent’s transform to ‘World’ transform.

Does work but doesn’t solve the problem. This part of the code rotates the mesh in 360 degrees in X axis, and with or without the absolute rotation activated the physic box also get rotated.

You’re using ‘Set Relative Rotation’, so it’s doing what you’ve asked of it. Try using ‘Set World Rotation’.

The same happens.

I’ll need to see the issue, as I’m unable to replicate it on my end. Also, it’s customary to use the output of a timeline as an alpha for a lerp (or the like), not the actual values to move.

The issue persists.

I’ll need to see the issue, as I’m unable to replicate it on my end.

Just create a pawn with a box collision as root with physics on, a box collision as child with physics and 0,001 mass and a mesh with collision off as child of the root, and i think you could replicate the issue with that.

bumping…