This commit is contained in:
Brandon Thomas
2021-03-07 01:28:47 -05:00
parent 5ec52f05c7
commit 267fc9789d
@@ -8,7 +8,7 @@ DEFINE_LOG_CATEGORY(SpawnableSkeletalMeshActorLog);
ASpawnableSkeletalMeshActor::ASpawnableSkeletalMeshActor()
{
UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("CTORz"));
UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("CTOR"));
// Set this actor to call Tick() every frame.
// You can turn this off to improve performance if you don't need it.
@@ -24,7 +24,7 @@ ASpawnableSkeletalMeshActor::~ASpawnableSkeletalMeshActor() {
void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh)
{
UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()z"));
UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()"));
BaseMesh = skeletalMesh;
@@ -35,28 +35,5 @@ void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skelet
BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
BaseMeshComponent->SetSimulatePhysics(true);
//BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody);
//BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block);
//BaseMeshComponent->SetUseCCD(true);
//BaseMeshComponent->SetEnableGravity(true);
//BaseMeshComponent->SetSimulatePhysics(true);
//SetActorEnableCollision(true);
//BaseMeshComponent->SetCollisionProfileName("Custom...", true);
//BaseMeshComponent->SetCollisionObjectType(ECollisionChannel::ECC_Pawn);
//BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_Pawn);
//BaseMeshComponent->SetCollisionResponseToAllChannels(ECR_Block);
//BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
//BaseMeshComponent->SetAllBodiesSimulatePhysics(true);
//BaseMeshComponent->UpdateCollisionProfile();
//BaseMeshComponent->UpdatePhysicsToRBChannels();
}