Hello!
I’m creating new paperspritecomponent and want it to just fall down to see if physics will start to work on this component. However it seems I am not able to use physics on this component as it just dissapears after that.
Here’s my setup:
void ALadder::BeginPlay()
{
Super::BeginPlay();
if (LadderLinkSprite && LadderEndSprite && LadderAnchorSprite)
{
UPaperSpriteComponent* NewLink = NewObject<UPaperSpriteComponent>(this, *FString("AnchorLink"));
NewLink->RegisterComponent();
NewLink->SetSprite(LadderLinkSprite);
NewLink->SetWorldLocation(FVector(-34300.0, -290.0, 1250.0));
LadderLinks.Push(NewLink);
NewLink->SetMobility(EComponentMobility::Movable);
//NewLink->SetSimulatePhysics(true); --> // this line hides my new paperspritecomponent for no reason
}
}
One reason why physics did not work on paperspritecomponent was because its sprite had no collision set. When I added a simple collision box around my sprite, it just disappeared. I have no clue why it’s happening.
I tried to reproduce the issue by creating a simple actor with the following code and it’s not working when done using the following class.
Myactor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class GAME_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, Category = LadderControls)
class UPaperSprite* LadderLinkSprite;
};
MyActor.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyActor.h"
#include "PaperSprite.h"
#include "PaperSpriteComponent.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
if (LadderLinkSprite)
{
UPaperSpriteComponent* NewLink = NewObject<UPaperSpriteComponent>(this, *FString("AnchorLink"));
NewLink->RegisterComponent();
NewLink->SetSprite(LadderLinkSprite);
NewLink->SetWorldLocation(FVector(-33500.0, -290.0, 1250.0));
NewLink->SetMobility(EComponentMobility::Movable);
}
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
Waiting for your response
With regards