I will first outline what i am trying to do , then how am i doing it and then finally the specific issue i have. As i am new to UE, there may be something in this chain that might change how i should be doing things and make the problem disappear without needing to be solved.
I have an actor which consists of two shapes, cube and sphere, these are arranged to be next to each other an form a desired component shape.
I want to be able to specify a number of these segment actors and then create an actor based on that number.
To do this during run time i spawn another actor , which during construction spawns a number of these component actors which are attached to this “parent” actor’s default scene root.
Currently i am only able to set physics to be applied to the individual shapes, thus these shapes full apart from each other.
What i want is for the entire structure to be one body.
It feels like attaching should acheive this but i can’t do this within the blueprint as far as i can tell?
The shapes for the smaller actor are children of the scene root (which as far as i can tell can’t act as a physics body)
and these smaller actors are attached to the defaultsceneroot of the larger actor as it spawns instances of the smaller segment actor.