Physics actor attached during runtime doesn't have proper collision
User Description:
It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) is not working at runtime.
Well. In fact, it seems that in C++, it would come from the "AttachRootComponentToActor" function.
In BP, if calling AttachActorToActor in the BeginPlay sequence, it will work properly and the "Weld Simulated Bodies" option will work as intended. On the other hand, it you put it anywhere else, like on a key event, it will attach it but the bodies will not weld and the target will not have collisions (when the parent will still have).
1. Download the users test project from here: [Link Removed]
2. Once opened, press Simulate
Results: What the 2 boxes that are separate from the rest, clip though the floor
Expected: For physics objects attached during runtime to collide with Static Objects
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.9.2 |
Target Fix | 4.12 |
Fix Commit | 2847250 |
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Main Commit | 2855709 |
Created | Oct 14, 2015 |
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Resolved | Jan 28, 2016 |
Updated | Apr 27, 2018 |