i have create a button BP that spawn the box actor, but if i press it second time for spawning next box then instead of push the first box the second box jump out of location as shown in pics.
And that’s the correct and expected behaviour. The physics object will try to depenetrate - in case of blocking collision, the overlapping bodies will wiggle about until they are no longer overlapping.
Before you spawn a new box, push the one that is occupying the space first.
The most basic spawner that clears space for the next object could look like this:
edit: The spawner has a box so it knows where to spawn new stuff:
Obviously, it does not do much more here.
You really need to learn to debug scripts, or at least try to debug them. I often see you being offerred a working example to which you just respond that it does not work. Otherwise you’ll always be stuck on something trivial. When something is not working, at least explain what is not working. The trigger, the timeline, the spawning, the movement, the flow, the collision. Give us something.
For this ensure that:
- physics sim is off
- the spawn point is not obstructed
- the timeline has the correct length (default is 5, should be 1 here)
Place print string nodes to see how the information flows, and / or breakpoints and start using the debugger.
it is work if i off the Physics sim. but i want that. because i want to push them . if i off the physics sim off then it is not pushed by my pawn and it is not moving on Convery belt. Also i want all the boxes. there after move.
I have a button_bp that spawn an actor .One time press it spawn one actor. I want to spawn actors on Convery belt that will deliver the box in front of my actor that will pushed by my pawn actor. Sometime i want to spawn boxes on ground. it is work if i off the Physics sim.but if i off the physics sim off then it is not pushed by my pawn and it is not moving on Convery belt. Also i want all the boxes. there after move.