This question must have been asked like a million of times on the webs but I still can’t find the answer to it… I have a pawn (paddle) that player posesses and 2 actors - a puck and a table. Table is a static actor, puck has physics simulation active. Paddle doesn’t have physics active as I want it to be raw mouse input without drag, weight and what not while I want those settings for the puck.
At this point, paddle is a pawn that player posesses with colision set to a Pawn preset, Static mesh is a root component and SetActorWorldLocation() sweep == true in BP. Other actors (puck and a table) have just static meshes attached to root with colision presets set to PhysicsActor.
The question is, how do I set my paddle colision in a way that I can move the puck around as physics body while still coliding with the static table?