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
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 | 4.8.3, 4.9 |
Created | Aug 4, 2015 |
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Resolved | Sep 1, 2015 |
Updated | Jul 14, 2021 |