Hello I have a moving parent actor that has two PhysicsConstraint child components placed slightly off to the side of the actor. Whenever the player presses the spacebar while turning the event sets the linear XYZ limit on one of the constraints to locked and then upon release it resets to free. (Like an anchor turn/drift of sorts). This part works.
However, what doesn’t work is that the constraints stay in the same place from where the player spawns and never moves despite being right next to the player as a child actor within the viewport.
Here’s a bit of info why it doesn’t stays with character. Because the target turns into component that it’s child of mesh. Now I don’t know, how to make it used as child actor rather than transform-less components.
The problem you’re likely having is that the physics constraint is extremely picky on the exact naming of which components you’re attaching to each other and if both names aren’t 100% accurate or if one of the names is set to none, it binds the one that is accurate to the world location of the physics constraint at beginplay.
And it doesn’t matter how much you move the physics constraint after that, because that world location, that one spot in the air is never going to be moving with your actor since it’s an absolute world location.
For reference the following works fine:
If you want to be absolutely certain you’re not getting the component wrong, use the set constrained components node:
That way you can be absolutely certain that you’re referencing the desired component correctly.