Issue is being caused by the default Linear Stiffness that is set in a PhysicsHandle
When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location.
This causes the skeleton to be "impaled" at an offset from where the projectile that impaled it is located.
1. Download and unzip attached project
2. Open Project and open TestMap from content browser
3. PIE
4. Stand in front of one of the "enemies" and left click with the crosshairs pointed at the torso.
5. Repeat step 4 for the other enemies, instead pointing at the arms/head
Result:
When shot in the chest the enemy is impaled at the point of impact. When shot in the arms/head the projectile spike is offset from where the enemy was shot.
Expected:
The mesh is attached to the projectile where the projectile hit.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.9 |
Created | Sep 15, 2015 |
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Resolved | Sep 16, 2015 |
Updated | Jul 14, 2021 |