I had to go for a walk before writing this as I was getting pretty mad
Anyway Hello! and Hello Everynone who will inevitably look at this
I Created a ship in Blender Last night and imported it into ue5 today. I had to add convex hull for the collision because you can’t sim physics even as a test with complex as simple collision.
I followed along with the Ue5 Documentation for Buoyancy and got the little boat to float
I followed Virtus Learning Hub’s Tutorial as well which got me on the water plugin.
So I’ve added 4 control points to the buoyancy component and made 4 sockets on my static mesh to have as the 4 points, so I didn’t have to deal with the offset transform (not having a debug visual is actually dumb btw)
Sim physics is on, I’ve checked mass and the SM is the scene root (all required for this to work)
On simulating, both the ship and boat hit the water then shoot off into the sunset like its Team Rocket blasting off again. any meddling with the collision makes the ship either sink or fall through the map or sitt on top of the water
The little row boat has the same issues. both are physics actors in the Collision settings
If I swap out my ship for a cube. The cube floats fine with the same parameters
But my ship has collision on it and if I only switch the SM it works. Is it a control point problem?
or a SM problem?
reference
Help me I’m Sinking
Thanks!