Physics not applying to character through blueprints?

So I want the player to be able to use the controls of a vehicle in VR, meaning I have a player character already and it has to control something else by pulling levers etc. My problem is that pulling a lever should apply a force to the vehicle through blueprints and make it go forward a bit.

The vehicle itself is a character class. I can get the lever to apply force to my first person character, but not the vehicle for some reason. I have simulate physics on and Collision Enabled is set to Collision Enabled (Query and Physics). If I bump the vehicle with my character it does move, but the blueprints commanding it to move through the lever don’t seem to work. The lever has a direct reference to the vehicle and my character for testing.

Again, my lever class does can move the First Person Character. It just for some reason cannot move my vehicle. Does anyone know what’s wrong? I can provide screenshots of whatever’s needed.

^ The lever with a reference to the vehicle. This isn’t the intended functionality, just testing.

The event graph of the vehicle itself, with its physics settings on the right. I also have it moving here in a futile attempt to test it.

Maybe I’m using something wrong, I tried running this.

It ran without any issues, but did not move. Am I using the wrong node or something? This seems like the simplest way to test this. After this didn’t work I hopped onto the actor and it started tipping over. I’ve also manually set both the first person character and this object to 0.01 kg.

Again, I have ran this exact script on my first person character and it flew away, but it doesn’t seem to work on my vehicle.

I do have a lot of objects attached to the vehicle in my editor though. The attachments are not part of the blueprint, could that be affecting anything?

Also no, the capsule does not move :frowning:

Ok, the physics simulation is interfering with the Character Movement Component. This component has its own AddImpulse function.

Turn off any Physics simulation on any component you might have added and do an AddImpulse to the CharacterMovement Component. that should do it

YES THANK YOU SWEET JESUS.
I knew about that 3 months ago but was dealing with other things. Oh god thank you.

Please help :frowning: Or if anyone has a better way for a character to control another character I’m all ears

I’m not sure what’s happening, but make sure that capsule component is the root of the Actor. You can also make it visible during game to make sure the capsule is not detached from the visible mesh (it could still be moving).

Another thing that could be happening is that the attributed mass to your Player Character may be much lower than the mass of your Vehicle. Manually change the mass to something much lower, or multiply that force by 100 or 1000 to make sure