Weapon Physics problem

I have done a Weapon blueprint and now I’m setting the skeletal Mesh’s physics. I need that character can move the weapon from the ground but not too. Infact, in my case happens that when the character walks on the weapon they fly. I would also that the character can walk on it when it goes slow. I try with every option but nothing. Can anyone help me?

A few things… I assume that your character is colliding with the collision component of your weapon blueprint. You can check this by turning off “Hide in game” on the collision component, that way you can debug if you are colliding with the mesh or the collision component. (Which you probably are)

You will probably need to setup some custom collision for this to work properly.

Good luck!

sorry, maybe I haven’t expressed the problem well.
I want that the weapon falls on the ground if it is in the air but I don’t want that the character throws the weapon away when he collides with it. I just want that the character can walk on it, not overlap or move

Yes, I understand. To troubleshoot the issue, you need to know what is causing the issue. That is why I suggested turning the collision sphere on the weapon to be shown during gameplay. That way you could tell if you are colliding with the collision sphere or with the weapon mesh.

I checked and now the weapon no longer causes that kind of problem but I want to know if the weapon physics was can be limited only to the gravity and when the weapon is on the ground deactivate automatically the simulate physics. Is it possible?

Yes, that is possible… But I think what you want is physics, not gravity? What are you trying to do?

What you seem to be asking for is the enable/disable physics node.

you could send out a raytrace from your object, and have it disable physics when the raytrace has a successful hit outcome

I made a video of my results:
More or less this is what I meant. Feel free to comment and advise me if I did something wrong. Thanks for your help