I currently have 2 branches of pick up items, a skeletal mesh actor & static mesh actor and They are practically Identical apart from the class.
I have been exploring the possibility of brining them both under the same base actor class setting a scene component as the root and using the primitive component as the mesh reference, Then I can either add a static mesh or skeletal mesh in all the child actors attached to the root component.
And Its working, but Physics is a big part of how my pickups work as I use constraints, and I’m running in to issues with the mesh’s being simulated are acting like its not part of the rest of the actor and falling to ground Unlike when the mesh is the root.
Anyone have experience with this and know how to deal with it.
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