That is really bizarre mate.
I wonder, inside of your Forklift_BP, under the properties for your main mesh, are you using your FK_Anim_BP for the “Anim Blueprint Generated Class”?
That is really bizarre mate.
I wonder, inside of your Forklift_BP, under the properties for your main mesh, are you using your FK_Anim_BP for the “Anim Blueprint Generated Class”?
You know, that wasn’t selected! But just doing that didn’t solve the problem… I’m going to start from scratch and try to remake the function again, see maybe if I missed something
SUCCESS!! :’’’’’'D I was re-reading through your explanation and I noticed something I skimmed over “make sure to set the Translation Mode to BMM Additive” It was still on the default “BMM Ignore” and now all I need to do is tweak my values and I’ve got a working forklift! Thank you so much for your help!
OH NICE!
That is is awesome to hear man
I might actually do a video tutorial once I have a forklift fully operational and working. There are things to still work out, such as the fork collision with the world, because right now, they just go straight through the world without any effect as you probably now know.
I have tried it with attaching a mesh to a socket, but still doesn’t really work properly with collision…I’m sure there is a way though.
In any case, I’m super happy to hear you got it sorted mate
Helping others is part of the learning process for ourselves, so I’m happy to help
Yes, once I get more familiar with UE4 I want to give back to community that has helped me by paying it forward!
BTW
The forks did interact with other static meshes, I could raise and lower pallets
although even with some tweaking, the collision was always just off, either floating or going through the forks
Ah, yeah, the forks collide with dynamic objects, but not the world itself that is made up of static objects. I should have elaborated. So you can’t run into a wall with the forks, they pass right through the wall unless the wall itself is a physics object.
The collision will be a bit off, there are tweaks that can be done inside of PHaT to make the collision smoother. Also, you can create custom physical materials to define their friction etc which helps.
Hey guys thought I’d share something. I was able to get my bucket arm and bucket both to work without having to change the constraint to the tire and leave it to the root. I followed the setup for the physics antenna under the double wishbone suspension tutorial. Not sure which step exactly but between locking things out and turning off collisions between physics objects it works.
I still have no collisions with static meshes either. I thought about socketsbut sounds lije it isn’t going to work.
I figured it’s probably something super simple, but still haven’t quite worked that part out. I tried to turn the physics OFF on all joints, but still no go, I’ve tried a bunch of things now to no avail. I’ll probably look at that stuff at a later date, as right now i’m really just prototyping a bunch of cool stuff. A few of the things you can see here:
But I’m not really showing off too much or giving too much away until I have a solid prototype/proof of concept ready to go, which I think will happen in maybe another 2 - 3 months at this rate.