Set Location of Charakter BP

yess it uses Physics

Try the following: disable set simulate physics before set actor location, then enable it again after a small delay, 0,2 seconds

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does not work

In the project that is not working, try to add print strings to check if your code is being triggered correctly. Is the bp kill zone triggering the overlap events? Is the cast to bp player triggering? And so forth.

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That i did as one of the first things: everything is triggered and even the return of the set Actor Location gives True. So the Program thinks That it does move the Character, but it does not…

Are you actually using the character movement component? Perhaps this is incompatible with a physics simulated sphere.

Try to “set movement mode” to none after set actor location then return to walking afterwards. Or simple try to destroy this component on construction script.

but it was working as long as the bp had the parent of pawn

That’s my point. Something is incompatible now. My guess is the movement component with a simulated sphere.

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Try to destroy this component and check if any error appears.


it does something! i just set every component to visible and the capsule Component seems to stay behind once i start moving.

It kind of makes sense since the Impuls is added to the (child) sphere and it moves avay from the (parent) capsule. Since the Capsule dose not move, the save position of it does not move and all that changes is the relative position of the sphere which is not saved or changed in any way by the blueprint.

no i understand the problem fully, but have not a clue how to solve this without using the movement component (wich i did not understand how to use physics with it to get the rolling motion)

thanks for your Help so far!

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Glad to know you are sorting things out. The capsule should be driving the movement. Try the following:

  1. Add impulse to the capsule instead.
  2. Add impulse to both capsule and sphere.
  3. Replace “add impulse to component” by add impulse to actor (with “get a reference to self” node)
  4. Replace “add impulse to component” by add movement input to pawn (characters can use this node)