This content originally appeared on DEV Community and was authored by Maciej Sawicki
Today I figured out I can wrap my static mesh to be a Blueprint inside a StaticMeshActor Blueprint. I moved all the logic related to grande hit detection and explosion to a new BP_Granade Blueprint. When BP_Granade was a regular Actor the Physics Constraint would not work. Now it's working correctly.
My current problem is with instantiating new grande when the previous one exploded. Do I need to hold the static mesh in a variable?
This content originally appeared on DEV Community and was authored by Maciej Sawicki
Maciej Sawicki | Sciencx (2024-06-22T23:42:01+00:00) [Game of Purpose] Day 35. Retrieved from https://www.scien.cx/2024/06/22/game-of-purpose-day-35/
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