First: I tried to post this on the answerhub but I was having trouble submitting it as clicking the button at the bottom of the page did nothing. I had several friends try it as well and they experienced the same issue. Anyone know whats up with answerhub? I was able to post there before.
Anways, onto my question.
Please see the following:
The character in my game has a large sphere called GravitySphere. When this sphere overlaps with a child actor of type World_Item_Template it then adds it to an array.
I have an on tick event that then gravitates the items in the array to my Character’s position over time. This uses the native “SetActorLocation.”
This works when I have the single Static Mesh Component (CubeMesh in my below SS) of the Item to not simulate physics. However if I tell it to simulate physics the item will no longer gravitate towards my character. Does anyone have an Idea why this Happening?
Here my component for the Item.
Also, I am trying to also disable physics and collision on static mesh component for my Item once it begins gravitating towards the character. This way I can have objects that are affected by force and gravity up until they are being picked up and at that point they are only moving by my use of SetActorLocation.
However I cannot seem to get this to work. My understanding was that the root component of an Actor also updated all components under its ownership, but when I disable physics/collision it does not appear to be affecting the other components. In my above screen shot you can see CubeMesh is under WI_StaticMesh.
Here is a screenshot of me attempting to disable the CubeMesh collision by disabling WI_StaticMesh collision. I have also tried disabling collision using SetCollisionEnabled and this also appears to not affect the CubeMesh. Is this not how the root component works?
Any ideas on what I am doing wrong?!