Hello All! If you're following this tutorial and have issues grabbing a skeletal mesh, skip over the "Is Simulating Physics" check after running the line trace. I've had a couple people say they had issues when trying to check for physics on a skeletal mesh.
Not sure how nobody caught this yet but the Bone Name is empty in the Is Simulating Physics, set it to Hit Bone Name like the rest and it works. Best unreal tutorial I've seen btw and exactly what I needed I owe you big time!
Hey mate, really like your channel but I'd like to make a suggestion if its ok? At the start of the tutorial videos, while you are talking through what the tutorial is about, you could show what the final result will look like once completed. Hope this helps, keep up the good work :)
Can you do a tutorial on how to achievee the stabbing physics system form blade and sorcery for example ? please that would be amazing can't find any info on it anywhere
Hey, I love your tutorials! Thank you for making this available for everyone. I have done this using a physics asset but if I let the physics to stop the interaction stops too. I think there is a sleep timer for simulation in UE5 but cannot figure out how to make it always awake. Do you have any idea? Thanks
I see "line trace by channel" has a Boolean for "Ignore Self." Does that not already include the actor that made the trace, or only the component that raised the event?
Could I put the physics handle grab functionality into the GrabComponent so I can just select PhysicsGrab on an Actor if I wanted to? I guess I would start by casting to VRPawn from GrabComponent and settting the physics handles reference variables.
How can you achieve the same but where only the affected bones are able to be moved? Example: The enemy is still standing by on their own, but you can 'push' them around by grabbing their head/neck/chest/etc?
Hello All!
If you're following this tutorial and have issues grabbing a skeletal mesh, skip over the "Is Simulating Physics" check after running the line trace. I've had a couple people say they had issues when trying to check for physics on a skeletal mesh.
Not sure how nobody caught this yet but the Bone Name is empty in the Is Simulating Physics, set it to Hit Bone Name like the rest and it works. Best unreal tutorial I've seen btw and exactly what I needed I owe you big time!
Hey mate, really like your channel but I'd like to make a suggestion if its ok? At the start of the tutorial videos, while you are talking through what the tutorial is about, you could show what the final result will look like once completed. Hope this helps, keep up the good work :)
Exactly what i was looking for since 2 days
Hey, if you still check the comments of this video, do you think much has changed about this since UE 5.X ?
Can you do a tutorial on how to achievee the stabbing physics system form blade and sorcery for example ? please that would be amazing can't find any info on it anywhere
Hey, I love your tutorials! Thank you for making this available for everyone.
I have done this using a physics asset but if I let the physics to stop the interaction stops too. I think there is a sleep timer for simulation in UE5 but cannot figure out how to make it always awake.
Do you have any idea?
Thanks
I see "line trace by channel" has a Boolean for "Ignore Self." Does that not already include the actor that made the trace, or only the component that raised the event?
Could I put the physics handle grab functionality into the GrabComponent so I can just select PhysicsGrab on an Actor if I wanted to? I guess I would start by casting to VRPawn from GrabComponent and settting the physics handles reference variables.
How can you achieve the same but where only the affected bones are able to be moved? Example: The enemy is still standing by on their own, but you can 'push' them around by grabbing their head/neck/chest/etc?
Did you came up with a solution?
@@electronicinfection Use Physical animation compoent.
@@Tommyboi7566 I'll take a look. Thanks