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Problem with setting up the Player to push a cart that does not collide with any objects

So we have a cart (skelmesh) that we have attached to our player using the AttachActorToComponent in the cart’s blueprint. This works fine, but once the cart is attached to the player, collision seems to be ignored completely on the cart itself, and clips into all of the objects in our scene, and only the player’s collision is detected.

If we set Simulate Physics to True on the cart, it properly collides with objects in the scene, except the issue here is the cart will offset from the player every time it collides with an object, and not stay locked down with the player.

Any better way to achieve this than the way I am explaining? Essentially we want to keep the cart locked onto the player, and be able to collide/not clip with objects in the scene.