Enabling physics removes component from root to act on its own.
Setting simulate physics for a component of an actor will cause that component to not react when the actor root is updated.
1. Open UE4Editor (any project)
2. Create new blueprint based on actor (MyActorBP)
3. Add scene component as root component
4. Add cube component to hierarchy
5. Set cube component to ignore gravity
6. Add blueprint instance to the level
7. Set level scrip to match screen shot (target - sphere node should be replaced with "get cube")
8. PIE and press 3 to see the cube spin. Press 1 then 2 to activate/deactivate physics on the cube
9. Press 3 again
Result:
After setting physics for the cube, the cube does not update when the root component rotates
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
My UE5-0 Directional Light is too small and not real ,please tell me how to fix it thanks
How to have a sound cue follow a PlayerController along a spline?
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.8.3, 4.9 |
Created | Aug 4, 2015 |
---|---|
Resolved | Sep 1, 2015 |
Updated | Jul 14, 2021 |