What do I put in BP to get a static mesh to fall on 3rd person character when they are in the collision box?

I’m not really a coder/scripter but have to get some mechanics working and having issues trying to get a static mesh to drop onto 3rd person character when they are within the collision box. Can anyone guide me to what nodes to use and connect for this in blueprints? Thanks

Is the static mesh already in the level or you want to spawn a new one?

Yeah I’m just using a cone static mesh in the level for a placeholder until I have finished modelling the actual mesh that will be in the game

Depends on what you’re planning to with it later on. If it’s supposed to be like a reusable trap you may want to have many of, it’s best to make it into an actor:

  • static mesh and the trigger are here:

When you place the actor in the level and the desired entity enters the trigger, we enable physics simulation on the static mesh component:

You can move the entire actor or just one of the components:



So the collision box in the scene isn’t showing when I added one in? but in the bp class I have a collsion box also. Sorry I’m absolutely rubbish with scripting and still getting used to UE5!

I also noticed you have bp in the world outliner so I must be doing something wrong as I don’t have a bp there, I just did right click, bp class and actor

the collision box in the scene isn’t showing when I added one in?

image

I created an actor and added that actor to the scene instead of just an icicle static mesh:

Essentially, there is HUGE payoff when using actors. If you ever need a second falling icicle, drag another actor to the scene. The script is contained inside.

I would do it even if I needed only one, it makes communication transparent.

Ok so I’m just back at it again today. I have an actor called cone_crystal in the scene with collision box underneath.

When I try to add it in the bp it doesn’t appear when I search for it under static mesh. Do you know what the issue is?

image

Please reread what I suggested. You do not have an actor in the scene. It’s a StaticMeshActor. Quite a different thing.

  • create a new actor in the Content Browser
  • add a static mesh component to that actor, assign it a cone mesh
  • add box collison to the same actor
  • add script
  • place the actor(s) in the scene

What you did is dragged some unrelated components into the scene. It can be made work but hooking it all up to triggers will get convoluted very quickly.

If you have two components in one actor - mesh + box, it will just work in any level with any number of those icycles. And if you ever want to update it, you just need to do it once, rahter than hunt for 50 meshes in the level. This actually allows you to add logic later on, perhaps some of traps are more dangerous than others.