I have a simple Pawn character that I added a physics capsule/body rig to to figure out how to set up my main character.
Now it seems this physics asset does not recieve the impulses that I am sending to it. The setup works fine on my first even simpler ‘just a cube target’ setup.
The hits do trigger as I have a shader/material that switches color on hit.
One thing I am suspicious about is that when I print out the Hit’s ‘Other Comp’ I get:
LogBlueprintUserMessages: [IkRig_BP_C_50] sparring_rig_BP_C_0.SkeletalMesh sparring_physics_rig_MeshOnly_1
‘IkRig’ being the one that delivers the hit.
Shouldn’t it say something about the Physics Asset (which I named with that extension) ?
I do have Generate Hit on in my phys rig bodies/capsules, and as I said the Hit triggers but the Impulse that is linked in does not seem to deliver any force to the physics rig.
Would anyone have an inkling what I might have missed?
EDIT: I just noticed this Warning message which is weird because I definitely have that set to ON already. I also set it to on again on BeginPlay.
“PIE:Warning: Warning sparring_rig_BP_C_0.SkeletalMesh sparring_physics_rig_MeshOnly_1 has to have ‘Simulate Physics’ enabled if you’d like to AddImpulseAtLocation.”
Why do I get this when it is already on? I also pause the game midplay to inspect that setting and it was indeed on so it shouldn’t complain.