I found that making the bomb’s static
mesh the new scene root component
fixed the issue.
is 101 of the PhysX sim and the way welding works in UE4; a must if you want to get a reliable transform.
If it’s the player and you stay still
you’ll get 0, you multiply velocity *
0 - it also returns 0
It’s fine and is optional if you want to preserve relativity:
Link to thread:
@Hungry Moogle
You’re running into issue because of the way you handle entities simulating physics. The Detach Keep Relative of an actor whose root is simulating does who knows what to the whole thing. I am half expecting that the root is getting some kind of phantom offset.
As an example: imagine a scenario where you have an actor with 5 simulating static mesh balls, all rolling away in a random direction with different velocities. What do you think is the transform of that actor? And what happens when you want to detect actor overlap. It really complicates thing.
I know you want to do things your way but since you’re running into issues - why not use the example I posted - it seems to be working and has already pushed you a bit further towards what you need (I hope!)
Is there any additional functionality that’s needed?
For a starter, do not detach that actor, there’s no need - it’s simulating physics anyway. As a bonus, the bomb could do :
Might be relevant if you want to easily find out whose bomb hits what without creating hard references!