Precise collision on skeletal meshes

Hi!

I tried to find my way with “per poly collision”, “trace complex” and some other parameters, but no luck sadly… So here in my question!

I’m having those stacked cubes, and when the bottom one fall, it calls an event to detach and make its child cubes fall in cascade (with a simple delay).
Then every cube is falling base on some simple gravity formula, and while falling, I’m tracing down to for each cube to get the underneath cube position and be able to stop falling and reattach my child cubes and all. (I know it may not be the best way but I confess I’m really happy to have it working! :sweat_smile: )

Today I’ve made a simple rig for those cubes to make them nicer at impact, with a simple squash and stretch animation.

I have three bones (base, mid, top), I’m trying to attach each cube to a socket that I’ve made in my skeleton asset on the top bone, but obviously… I was naive thinking it would be simple! :smile:

How could I made those cubes to be parented to the top bone and so, follow this one while its animated? I tried writing the name of the socket in the “attach to actor” node but no luck.

It must be clearly visible, but I don’t understand clearly how to work with skeletal meshes and skeleton (yet!)…
Thanks a lot for any help or direction!

2024-05-20 17-03-02.mkv (285.2 KB)


Ok, I should just delete that post and will if I’m asked to, but for now I’ll just leave an answer myself, even if it shows how much I’m dumb…
I was still using the node “attach actor to actor” when I should have change it for “attach actor to component” and then get a ref to my skinned mesh…

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