![]() I think one question too is…what’s the best practice orientation for static meshes. I originally put the static mesh as a child of another empty static mesh, but that loses collision possibility, and if I set a collision box as root, and static mesh as a child…I can rotate the static mesh, but I have to use the collision box which isn’t practical in many instances as the static mesh will be far different from a box, cylinder or sphere. I, naively perhaps, thought I would just be able to set the static mesh as root component of a BP, rotate it however I want in space, and not affecting the axis for movement. My question is really…how can I rotate the static mesh, without affecting the axis for movement, and keeping the static mesh collision intact. ![]() If I rotate around Z axis by 45 degrees, if I try to move along X axis, it will not move forward but in 45 degrees diagonal. My main issue is because I want to rotate the static mesh…but when I do it on the mesh in BP, it affects the movement. I use AddOffset, but Sweep doesn’t apply to the children collision Components. Is there any way to have the collision component or collision of the static component move with the root (whatever is the root).Is it normal I can’t rotate the static mesh when it’s set up as the Root in the Viewport ?.Right click in the Content browser, create material and then just have alpha of 0 in the opacity channel. is there any way to make an invisible meterial even if it means changing engine files. ![]() When I was moving the Scene Root, it was not moving the Static Mesh Collision though, so it’s a problem for me. 678GUY (678GUY) December 10, 2016, 4:22pm 1. I might have, wrongly, thought it wasn’t good practice to have a Scene Root, and instead of moving the Scene Root, moving the child Static Mesh Component. You might be wondering where this is coming from. So is it a bug in the Editor UI that I can’t rotate a static mesh if it’s the root component of your blueprint ? And is it a bug that the axis are changed, and so if I move the static mesh, it just doesn’t move along the normal axis of the world, but along its own updated axis rotated If I do it in the Event Begin (purely for testing and adding more info here), it works as expected too. The weird thing is, if I use the Construction Script where I do a SetRelativeRotation, it does rotate as I want. If I have the static mesh as a child of a Scene Component, or Collision Component, it does rotate…but will change the Axis of the static mesh… The problem is if the static mesh component is the root, then the option isn’t available (screenshot attached). So here we are, as the title said, I wanted to rotate a static mesh component, in a blueprint, in the Viewport. I have seen a few suggestion around, but I don’t think they are realistic if you would like a dynamic blueprint environment. I have been having a problem with static mesh.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |