I’ve recently got a mesh that I want to use physics collion with. Currently I have a working physics asset and I can spawn in game and it looks fine.
For some reason the mesh seems to be suspended in the air. I’ve set it up like so:
SetCharacterMesh(CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P")));
GetCharacterMesh()->bCastDynamicShadow = false;
GetCharacterMesh()->CastShadow = false;
SetRootComponent(GetCharacterMesh());
// Create a CameraComponent
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->SetupAttachment(GetCharacterMesh());
FirstPersonCameraComponent->RelativeLocation = FVector(0.4F, 42.0F, 174.0F);
FirstPersonCameraComponent->bUsePawnControlRotation = true;
I’m not sure if the issue is with the meshes collision or how I’ve set it up. All I want is the mesh component to be the root, with my skeletal mesh.
As I have never used a physics asset before I’m assuming it’s something I’ve missed or incorrectly set up.
Currently I’m using the maniquin model from the third person starter set.