I have an actor that has collisions set to Physics Actor. I want to have the skeletal mesh portion of the actor turn to face the player as he pursues him. Any tips on how to control the relative rotation of a Physics actor? Please help!
I’m not sure if you can get this setup without modifying the engine. On the train so cannot check it now.
The physicsasset follows the skeletalmesh and have specific restriction parameters in the asset itself, you can start there and see if you can get the behaviour you are after.
The physicbody should be “automatic” and follow the bones from the physicsasset parameters I just mentioned. So you should be able to control/rotate the skeletalmesh “bone” and the rest should follow.