Duplicate of UE-24573
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in.
This becomes problematic when working with more complex Physics Constraint setups like the dumpster lids in screenshot #2.
1. Open the QA-Game
2. Create an actor class blueprint & double-click to open it
3. In the Components tab, add a Scene component as the root
4. Add 2 Static Mesh components named Box1 & Box2 (See screenshot #1)
5. Add a Physics Constraint component
6. In the Static Mesh components add a box mesh to both
7. Place Box1 above the other
8. Set the Box2 to Simulate Physics
9. In the Physics Constraint > Constraint, add Box1 to Component Name 1
10. Add Box2 to Component Name 2
11. Compile & save
12. Back in the editor, place the bp in the level
13. Go to Window > Levels to open the Levels panel
14. In the Levels panel click Levels > Create New > name it Level02
15. Right-click Level02 > Change Streaming Method > choose Always Loaded
16. Back in the editor, add a copy of the bp to Level02
17. Play-In-Editor
18. The bp in the Always Loaded level will hang lower than the on in the Persistent level (This becomes more apparent when using a more complex Physics Constraint setup: See screenshot #2)
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Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay |
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Affects Versions | 4.5.1, 4.7 |
Created | Dec 3, 2014 |
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Resolved | Jan 20, 2016 |
Updated | Jul 14, 2021 |