Hi guys,
yeah, I can imagine it’s a bit confusion. my plan was to make a tutorial video for the marketplace… but for now we should go for some screenshots
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your mesh has to be modeled Z-up and with its pivot point centered to the world
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import in the engine
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in order to be grabbed, your mesh must have a colision mesh. Custom collisions are probably the best way to go, but you can give a try to the auto collision mesh generation
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drop a blanck BP_InteractableActor in your scene
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select the type of motion (rotation or translation)
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set wich mesh/material will be used by the interactable actor
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in case of a rotation : the red arrow is for the rotation axis, the blue arrow is the default position, and the green one is the limit position
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in case of a translation : the blue arrow is for the translation axis, the red arrow is the default position, and the green one is the limit position
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if the limit is set to zero : no limit
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if rotation the limit is expressed in °, if translation limit is expressed in cm.
auto return and physic feature are pretty much self explanatory
I’ll make another wuick tuto for the linked and attached to feature
I hope it’s gonna make things easier to figure out.
cheer guys