Fairly noddy issue I’m having some problems with.
I have a very basic cylinder with a sphere collision component to detect if a player gets close to it. When it does, it rotates around to face the player. This was all working well.
Whilst testing I start blasting the destructible floor and thought I’d see what happens if I took the floor out from under it. As it happens, nothing, that was when I realised I’d need to SimulatePhysics.
Having enabled that, the nodes which handled the rotation no longer seem to function. Turning off SimulatePhysics enables the rotation functionality again!
I’m assuming this is down to the actor no longer being kinematic, and is under the control of physics but there must be a way to rotate it still surely? I saw there was something about adding torque, but I don’t think that’s what I want, I want the rotation to end when its looking directly at the player.
I spotted one article from a couple of years ago which talked about having a “dummy rotation” component (scene component), having all of the other components under that, which then allow them to rotate those components. I didn’t find this approach worked for myself, as if I remove the staticmesh component from under its parent box collision component, you can see in the scene that the box collision component ends up led on its side, yet the mesh remains standing vertically, and not falling.
Any thoughts would be most welcome, and, as I’m fairly new to Blueprint, should you have time for a screenshot, that would be wonderful