Dear Friends at Epic,
I want to override the behavior of Static Mesh Actors that are simulating physics being repelled by collisions with Character default capsule component
My goal is to enable Character to stand steady on a large Static Mesh Actor that is simulating physics.
I am already over-riding
virtual bool CanBeBaseForCharacter(class APawn* APawn) const OVERRIDE;
but that is not enough,
I need to stop the Character collisions from shooting the mesh all over the place
#Overriding PrimitiveComponent = not an option
I dont know how to override the primitive component functions directly since I am using a class that extends Static Mesh Actor and I cant tell Static Mesh Actor to suddenly use a different component class.
I also dont know where this behavior is coming from
#Actor.h functions Overridden
I tried over riding a bunch of actor.h functions, but none of them stopped the behavior.
virtual void ReceiveActorBeginOverlap(class AActor* OtherActor) OVERRIDE; virtual void ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit) OVERRIDE;
This function looked promising in Actor.h, but it is not virtual
virtual void DispatchPhysicsCollisionHit(const struct FRigidBodyCollisionInfo& MyInfo, const struct FRigidBodyCollisionInfo& OtherInfo, const FCollisionImpactData& RigidCollisionData) OVERRIDE;
#Please do let me know
Please do let me know what function(s) causes Static Mesh Actors in physics mode to get push away by collisions with characters, so I can modify this behavior