Physics and gravity for skeletal meshes work! :D

This commit is contained in:
Brandon Thomas
2021-03-04 03:01:34 -05:00
parent 2b3fbdc5d3
commit 5ec52f05c7
@@ -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);