When I summon the ammo, the arm of the catapult breaks. This stops of course when I simulate physic, however I NEED to simulate physics to throw the cannon ball.
The BP has the following:
Here is the slingarms Physics settings - Previously I set the constraints, however its still “broke” and shimmied slightly and no longer responded to input.
From the video it seems like the arm is not attached to the base and what happens is that when the game starts and the arm is inside the base it will have to resolve the overlap issue and teleports up. You can use physics constraint component to attach arms and base together, while leaving the arm free to rotate.
No matter what you constrain. The simulation will never be steady or accurate.
You need the rock to be launched as a projectile, ignoring the catapult body collision.
And you need the catapult arm to move at approximately the same speed you set the rock to launch to give the illusion it is actually propelling the projectile.
That makes perfect sense. Originally I removed the constraint and found myself frustrated because I was stuck on the slingarm moving the ammo. Sometimes one looses the base idea that its all smoke and mirrors. Thank you.
I hope this illustrates what MostHost_LA was saying about not needing the physics. Gotta remember we are the wizards behind the curtain. Manipulate things to make them work for you!