How would I achieve having a simulated object whose parts are determined dynamically from other child actors? For example, imagine a sandwich. I don’t want all the ingredients to be attached to the bottom bread as a parent - I want all the pieces of the sandwich to be equal, attached to one parent object that is physically simulated, but has no collision of its own.
In Unity, you can have a Rigidbody parent, with all its collision determined by the Colliders in its hierarchy. But in Unreal, it seems I can only physically simulate (and even add forces to) something that has its own geometry already.
I’ve tried hacks, like making the parent very very tiny and invisible, but that is not ideal. I have also considered making one of the children act as the parent, but that is also not ideal. Is there any nice way in Unreal to handle this?
That is awesome, and is the result I want!
It took me a while to get this working dynamically at runtime (instead of pre-authored), but it seems to be working now. Thank you so much!
Having geometry serving as the root object is something I’m very unaccustomed to, coming from Unity. But when in Rome…
I tried doing this setup with Static Meshes and it worked
But when i tried to do it with Skeletal Meshes it just went through the floor as The Root Static Mesh had no collider and doesn’t take in the Skeletal Mesh Children into account unlike for Static mesh for some reason