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
#Goal
My goal is to enable Character to stand steady on a large Static Mesh Actor that is simulating physics.
#Overriding CanBeBase
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;
#Not Virtual
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
Thanks!
Rama