Why the box collision don't move with the projectile?

Hello,

I have a problem with my collision detection for my projectiles.

I have a pawn with a box collision (set to be blocked by the environnement), from this pawn I inherit other pawns with custom projectiles with meshs that i used as projectiles in my project (the collision of theses projectiles’ mesh have been disabled) but theses pawns keep the box collision from the original pawn.

When I shot my projectile, the mesh move properly but the box collision stay here and don’t move at all even if box collision and the mesh are in the same scene root component.

And because the box collision stay here, my projectiles don’t collide on anything :confused:

First, why 2 components in the same scene root could move differently, there are not suposed to be linked by their transform gizmo ?

And how can I fix that my projectiles collide as I want ?

Here, screens on one of my projectiles and a screen in-game (with rendered box collision to show you that they don’t move).

Thanks you for your help.

Thanks for your answer.

I already tried this.

And then : the projectile don’t move at all : it stay with the box collision, the box collision still don’t move.

Any idea ?

Thanks.

This the the staticmesh collision settings :

And the movement is handle by a projectile movement linked to the projectile, here a screen :

I just have a blueprint to spawn this pawn and set its rotation and location.

ho ok, good to know, thanks you.

Indeed without physics, the projectile move properly with its box collision.

but now, the collision is not applied, even if my box collision have the good settings, my projectiles passes through walls and other objects.

here a screen of a wall should block my projectile (my ship is blocked properly) :

and here the box collision settings :

thanks for your help

Thanks for theses explanations, the rigid body is the box collision right ?

When I use “Add force” on it, it don’t move at all, this is my blueprint about spawning projectiles :

Thanks you a lot

wow yeah indeed it need 1000000 to be interresting.

thanks a lot for your patience and your answers dude.

Hi, I’ve had a similar issue which a night’s sleep has helped me fix. I’m still a beginner so forgive me if this is wrong, but try making the collision component the root of your actor (and delete the scene component). It seems to me that a projectile component reads movement only from the root.