Ok… This Question is about the following situation:
I´ve a BP Actor, that holds a StaticMesh (the Coin), and a Sphere Collider attached to the Mesh.
The Collider has no gravity and only has set OverlapAll.
The Mesh has Gravity, and a Custom Collision Preset, where it ignores everything, except for Visibility, Camera and WorldStatic.
The Idea:
Coins can drop to the floor. When the Player reaches it, the OnComponentBeginOverlap(Sphere) Event is triggered.
Now, the Tick of the BP Actor is disabled and after a DoOnce, a timeline starts to make the Coin fly to the Players Position. When it reached the target, the Players Currencies Gain a bit and the Coin BP Actor is destroyed.
This, works NEARLY like a charm…
The Problem is:
When i enable SimulatePhysics on the Mesh, it drops… the Sphere attached tro it, drops, too.
Like i wanted…
But… now the Coin won´t fly to the player when collected… it just… disappears and the Player Money gains…
When i disable the Physics Simulation… everything works again…
So… i want Physics enabled… Now i tried to disable it via the SetSimulatePhysics node and set it to false…
… No fly-2-Player…
This is the Overlap Event:
On the Screen, the Physic Nodes are disconnected… tried it connected, too…
So… Count it up…
I want:
- Coin should drop on Spawn with Gravity
- Player should activate the Overlap Event
- Coin should fly to the Player (or (later) any target actor)
- Coin should be destroyed, after timeline finishes.
Any idea what else i can do?