how to get flying pawns to simulate physics? – Blueprint


Hi, in my top view level, I have simple sphere actors which geometry simulates physics.
Default physics actor collision settings.

I have two player pawn cubes moved with floating movement, and default block all dynamics.

The cubes push the spheres ok, that react to each others correctly as well.

I’d like the cubes to be able to push each other too, so I set them as roots of the pawns and enable physics.
They still are able to fly around but can’t push the spheres anymore, and can’t bounce upon each other. The spheres now reacts to the collision with cubes like if set on block all collisions, they don’t move at all.

If I add another geometry – let’s say a cylinder (with default blockall) on the cube root, well, nothing new happens, though now I have flying tanks.
Well, when I disable the cube physics, If I touch one of the balls with the cube part of the pawn, still nothing, but if I touch it the cylinder part of the pawn the sphere bounces correctly. Once moving, even the cube part seem to be able to interact with the sphere.
It’s like if the cube root can’t wake the physics of the balls.

I have to add that with this settiing – cube+cylinder pawns – with physics enabled on the root, simulation does’n t work, but if on one of the cubes physics is disabled, this cube pawn can push the other.
If both are there is no simulation. If one is disabled it can push the balls and push the other one. I can’t get them both cubes to simulate physics.

I don’t know what I’m missing here.
Ultimately, my goal would be to have these cubes to be able to push the balls and to bump at each other as well. I can’t seem to find a way to set this correctly.

hope you guys have some enlightments to share.
have a nice day,
++ thanks



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