AddActorWorldOffset fails with physics enabled

anonymous_user_5df19f02
Mon, 09 May 2016 19:48:24 +0000
World Creation

I’ve stumbled on an interesting issue that may just be due to inexperience, but may also be an issue with the AddActorWorldOffset node.

I have a falling bomb type object in my project (no movement component, inherits some velocity from its parent when dropped via impulse and is affected by gravity only). I’ve also got a box that I’m using to simulate wind on the bombs as they fall by using an AddActorWorldOffset node on when the bomb overlaps the box. Idea being that as the bomb falls, the wind can push it back and forth a bit.

My problem is that the AddOffset meant to simulate wind only moves the bombs when they are kinematic. IE, when I enable physics so that they fall properly, no offset is added at all (regardless that the AddActorWorldOffset node in question does fire in the BP and looks the same with the object kinematic or physics enabled).

I’ve tried reducing the mass of the object to .01 kg, increasing my wind force as much as 5x, and using the AddActorLocalOffset and have seen no difference with physics enabled. But, as soon as physics is off, the AddOffset does as intended.

I’ve attached the section of the BP for the Wind Box that applies the force.

5 posts - 3 participants