hi
i am used to my 3rd person character falling to the floor when spawned above ground
i have created a pawn and it does not seem to fall to the floor when spawned
i looked at the settings quickly and gravity is enabled for the pawn
thanks
hi
i am used to my 3rd person character falling to the floor when spawned above ground
i have created a pawn and it does not seem to fall to the floor when spawned
i looked at the settings quickly and gravity is enabled for the pawn
thanks
Characters and Pawns do not generally simulate physics, you get gravity with a character on account of the CMC (CharacterMovementComponent).
You can enable Simulate Physics
on your pawn’s mesh and it will fall.
If you also want the player to be able to control this pawn, that will not work out well, and you should derive from Character.
is there perhaps another work around other than simulate physics
what about a quick / brief pawn movement task / instruction
if i give it a move command will it fall?
at the most simplest level just AddActorWorldLocation on tick with sweep, using
(world down vector * gravity)
Is this the many static meshes actor?
If it’s player controllable you probably want a Character, you can possibly shrink the capsule down and surround it with the static meshes, depending on their geometry.
If not for a player, what @Auran131 said.
no it is not
2 separate classes
1 is mostly world dynamic
other is pure pawn
want pure pawn to fall to floor
I’d suggest Auran13’s answer is likely your best bet.
If it doesn’t need to tick otherwise (and you would rather it didn’t) you could test the sweep result and if a blocking hit, then disable tick. Assuming floors don’t move about, of course.
let me try and see what comes out other side
connected a ai controller to it and had it move somewhat
causes it to be on the ground
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