Hello,
For the motion of my ship I need to have motion relative to the root component of the pawn. I can make said motion work with the following setup :
- SkeletalMeshComponent as root component to move the root bone with an animation blueprint and the transform modify bone node.
- PoseableMesh as root component and move the root bone with SetBoneTransformByName.
- SceneComponent as root component with a StaticMeshComponent as its child and using the SetRelativeTransform node.
But the collision were problematic in each set up :
- I use the collision box defined in the physic asset and it work well until I add a relative transform to the root bone. The relative transform isn’t sweep and the collision box use for the world transform is the one without any relative transform.
- There is no sweep option on the SetBoneTransformByName and I have read that PoseableMesh won’t do any collision check anyway.
- The collision box used for the world transform is the one of the root component so no notifyHit is triggered.
I will continue to try other set up on my side but any help would be greatly appreciated. (c++ or blueprint)
Thanks for your time.