hello, i'm using in my level a dymanic static mesh actor, i have created a fractured mesh to use as a static mesh in my dynamic static mesh actor; the problem is:
i have put on my level some fractured meshes and when i try to break apart the meshes all work just fine, the problem began when i will spawn the dynamic static mesh actor (i have tried with unrealscript or kismet) the bullet doesn't break the object.
i have put one mesh in the level and spawend another in the same position and the bullet only break one object the one that i have put in the level not the one that i have spawned.
here is the code of my dymanic static mesh actor:
can somebody help me to understand why my bullet doesn't break apart my dynamic static mesh actor when i spawn it ?Code:class PyramidRed extends DynamicSMActor; defaultproperties { Begin Object Name=MyLightEnvironment ModShadowFadeoutTime=0.25 MinTimeBetweenFullUpdates=0.2 AmbientGlow=(R=.01,G=.01,B=.01,A=1) AmbientShadowColor=(R=0.15,G=0.15,B=0.15) LightShadowMode=LightShadow_ModulateBetter ShadowFilterQuality=SFQ_High bSynthesizeSHLight=TRUE End Object Components.Add(MyLightEnvironment) Begin Object Class=StaticMeshComponent Name=MyStaticMesh StaticMesh=FracturedStaticMesh'MyPackage.Enemy.pyramid_FRACTURED_red' bNotifyRigidBodyCollision=true HiddenGame=FALSE CollideActors=TRUE BlockActors=TRUE AlwaysCheckCollision=TRUE ScriptRigidBodyCollisionThreshold=0.001 LightingChannels=(Dynamic=TRUE) DepthPriorityGroup=SDPG_Foreground LightEnvironment=MyLightEnvironment; End Object Components.Add(MyStaticMesh) CollisionComponent=MyStaticMesh DrawScale=8.0 }
p.s.: by the way i can't rotate the object in the X axis too.




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