From 5ec52f05c789b489c1b61822d04dc7c4bd4e283e Mon Sep 17 00:00:00 2001 From: Brandon Thomas Date: Thu, 4 Mar 2021 03:01:34 -0500 Subject: [PATCH] Physics and gravity for skeletal meshes work! :D --- .../Private/SpawnableSkeletalMeshActor.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp b/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp index ce7ebdb..6cf9bea 100644 --- a/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp +++ b/Source/EventCenterPlugin/Private/SpawnableSkeletalMeshActor.cpp @@ -24,7 +24,7 @@ ASpawnableSkeletalMeshActor::~ASpawnableSkeletalMeshActor() { void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh) { - UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()")); + UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()z")); BaseMesh = skeletalMesh; @@ -34,6 +34,10 @@ void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skelet BaseMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block); + BaseMeshComponent->SetSimulatePhysics(true); + + + //BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody); //BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block);