I’ve been trying to make a static mesh hover. I’ve tried both tutorials ( https://www.youtube.com/watch?v=cPVaDndT7tY and https://www.youtube.com/watch?v=5kltaGld6fQ ).
Both work fine the way the tutorials are done with a basic shape.
The problem I have is when I use my own static mesh it doesn’t work.
The only way I can get it to work is removing the collision.
With the collision on it just drops to the ground.
Both tutorials use physics to push component up. If your object drops down then either hover force is too weak or object is too heavy. Lower down it’s mass in component settings under Physics section or multiply force by some value.
Or better: still use basic spherical shape (or box), but make it hidden in game. Overwrite its mass, so it is constant. Then on top of it add your static mesh that will act as visuals only.
With custom shaped physics mesh you will have problem of center of mass.
Also those basic tutorials do not stabilize rotation, mesh will spin without control.
Thanks for the replies. I didn’t take into account the mass of the static mesh.
Now I need to get it stable.
Just a few more questions.
Why did it work when I removed the collision?
If I want more than one platform at different heights do I need separate hover components? If I use public variables changing one will change all of them.
I’m just trying to make kind of a “springy” type of platform that can be walked on or Items can be placed on.
I may be going in the wrong direction, but that’s what experimentation is all about.
I would make different platforms as different instances of the same blueprint, just with different settings. Be aware that while characters can walk on physical objects, they don’t really simulate physics and won’t “push” platform down. You would need to workaround this by detecting when character is standing on the platform and adding extra gravity force from it’s weight.
I’m not sure what you mean by “removing collision” as there are many ways how it can be done and each have it’s own effect.