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Ue4 destroy static mesh component?
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Ue4 destroy static mesh component?
I am unsure if this is a problem in the engine, or if I'm not doing it right. I have tried connecting the Array Index to the Element Index node but still. Overview of the StaticMeshComponent, its settings and how it is used. unreal-engine. Then, in the level BP, set the. Easy to integrate through our component structure, just pull it in and get started. Once the project loads, I simply click on the starter content folder props and select any prop such as the sm_chair to go to the static mesh editor at about 25% the editor crashes. They must be attached to an Actor. (10 x 10 x 10) The plan is to cut out rooms for the units to run around in. Hey All, I have a simple BP set up where I'm loading in a static mesh cube every This ends up creating a "trail" of cubes behind my character (around 3,000 or so). Here's an example snippet from some code that I use to dynamically create static mesh components, along with a separate hit box component for each, for something like a chess board Actor: I have a static mesh spaceship and a blueprint that controls the behavior of the ship. If something hit him it will be destroy, so it's basic. Only two references need to be changed and you do not need to update all indices for instances N to M-1. With the A method, the Static mesh will be destroyed, and maybe you’re setting the mesh when it doesn’t exist, so the editor crashes because it can’t load the asset. Or you can call this code right after spawning the Static Mesh Actor, if you are not using your own Static Mesh Actor class (for other readers mainly) Alternatively export your mesh from ue4, change the location in your 3D software and reimport. We may be compensated when you click on product links, su. Now I need to remove this added mesh o either replace it with another static mesh. One of my students was making an actor with a mesh component. I’m trying out the new Scene Component. destroy_source_actors (bool): [Read-Write] Destroy the provided Actors after the operation. Hey guys, in today's video I'm going to be showing you how to create a mesh which can be destroyed in a random fashion every time when a player damages it. By adjusting the Offset, I can move that 10% around along the duration of the spline. DavidM (DavidM) September 4, 2016, 12:06pm 1. Static meshes are geometry that do not animate or otherwise deform, and are more efficient to render than other types of geometry. The component has some custom painting on LODs or not bDisallowMeshPaintPerInstance. To move a component, there are other methods in the class USceneComponent, the class from which inherits UStaticMeshComponent. static_mesh_component (StaticMeshComponent): [Read-Only] Static Mesh Component. Employees at the US Environmental P. unreal ¶StaticMeshActor(outer: Optional[Object] = None, name: Union[Name, str] = 'None') ¶ StaticMeshActor is an instance of a UStaticMesh in the world. All i wanted to do is as follows… when i have the int value of 4 to have those two meshes spawn and be attached to their corresponding socket. But ISMC have some limitations, one is you can’t have individual LODs for each instance. Create A new blueprint Actor called "DestructibleWall" by Right Mouse Click → Blueprint Class → Actor. If I make an empty blueprint actor, and then add an instanced static mesh component, no matter what I do "simulate physics" is always greyed out and I can't enable it. I would really prefer not changing the floor to a blueprint, as that introduces a lot more manual labour, and was just wondering if there was a simple. Advertisement A great battle con. When the Scene component (I tried also arrow component, it behaved exactly the same) is a root of my actor, then when I start the game, only the invisible Scene component moves (I can tell because the camera looks at it), but all the static meshes, which are clearly parented to. I have been following (and expanding) on the UsableActor Inventory tutorials by Tom Looman. Hi All! I've got stucked with onclicked event not firing for static mesh. Click image for full size. But don't worry: There's free shipping. So every instance has to show the same LOD, which makes ISMC not very usable for anything that depends on LODs. After delay done you need to see all destructible components that overlapped from the triger capsule and make them to destroy (if you want you can randomize the distructionby storing all static meshes in an array that make 1 other delay with a low timer like 0. However, you still have to position it in the exact place you want it on your mesh, which can get tedious. 4 - On the event graph, create a listener to Actor Begin Overlap (Right Click → type beginoverlap) and use the node Set. Static Mesh コンポーネント StaticMesh コンポーネント は UStaticMesh のインスタンスを作成するために使用します。 スタティックメッシュ は、ポリゴンの静的セットで構成されるひとつのジオメトリであり、Unreal Engine 4 のレベルのワールド ジオメトリ作成に使用. You will need to do: for each static mesh actor, spawn a blueprint instance, copy labels, copy position and change rotation, delete static mesh actor. Jan 13, 2015 · I am trying to move or destroy static meshes (and also BP containing static meshes) in my game. After delay done you need to see all destructible components that overlapped from the triger capsule and make them to destroy (if you want you can randomize the distructionby storing all static meshes in an array that make 1 other delay with a low timer like 0. My game uses an Instanced Static Mesh to create the Floor and Background shown here: Each Hexagon is a Static Mesh with 36 Vertices and 20 triangles. g even up to 3 secs with 30k+ instances), and I need to be able to delete and create a lot of them Hello. If you want to use a Destructible, i something that breaks apart when hit, you should use DestructibleMeshes, these need to be generated before runtime and. Hi, I'm building a actor component for actor, that gets all the static meshes from the parent actor. A Static Mesh is a piece of geometry that consists of a static set of polygons and are the basic unit used to create world geometry for levels in Unreal Engine 4. I have made actors that are comprised of a cube shape component, and a cube shaped static mesh component. Wait, what? Get the facts at HowStuffWorks. [Components] タブで Add Component を選択し Static Mesh Component を探して選択します。 [Details] パネルから Static Mesh カテゴリに移動し、 Static Mesh 変数の横にあるドロップダウン矢印を選択し、 Shape_Sphere Static Mesh アセットを探して選択します。 Jul 24, 2015 · Sure, you can do “get component bounds” and use the “box extents” or “sphere radius” and then do 1/x on that to equalize everything to 1 unit before then scaling to your final size. I'm inside a blueprint actor component, that has been added to an actor. They are just static mesh components added via blueprint Components editor and made children of the root Arrow component of the wall actor. Hyperloop (Hyperloop) August 22, 2014, 12:57am 1. I’ve placed a bug report in our database for this issue. Use on component begin overlap and try to destroy from SwapResult->HitItem; 3. Set the material of the second mesh to a different texture. “Love never dies a natural death. Create a variable of the desired type and turn it into an array - looping with For Each node will give the iterations. So I have a simple rock mesh that i have used in levels of a project I am working on. issue is “solved”/avoided when removing static mesh component. Actor where Add Static Mesh. Here is what I did: After destroy Actor need destroy all it components separatelly: pointers, sprites and etc. If you are really desperate, you can do the following just as I did. StaticMeshActor is an instance of a UStaticMesh in the world. Destroy component from a reference to the. My created instanced static meshes component do not respond to any collision query. 2 - Set the collision presets on the Box Collision to overlap only pawn. And now you should have collision. ; this happens when I paint foliage onto my landscape using the foliage tool. Hi, I'm building a actor component for actor, that gets all the static meshes from the parent actor. The fire spread quickly, aided by strong winds, and destroyed seven villas. For better performance I used Instanced Static Mesh Component. Add the following script inside "DestroyWall". They're cheaper and, well, they're combs. Edit: this is only needed when using a dedicated server. Give detaching the Splmc, from it's parent, then doing a destroy, on the component. Dig_Squid (Dig_Squid) March 27, 2014, 7:06pm 2. Since they are cached in video memory, Static Meshes can be translated. It pretty much draws a straight line from the first to the last vertex, then places the meshes (the red Xs on the diagram). Just an = and a bool. But the navmesh is lagging everything out as far as I can tell. Remove Static Mesh Component Using instances in one "Instanced Static Mesh Component" (or short ISMC) is much more performant than using multiple static mesh components. I’m trying out the new Scene Component. I don’t want to combine into a single mesh. kilcoin auction calendar 2 - Set the collision presets on the Box Collision to overlap only pawn. Instanced static mesh components are the way to go if your blocks have the same shape and. What’s in the PRO Act that’s bad for small businesses? 61% of small businesses say PRO Act will destroy their businesses. Although it doesn't happen often, a good zap of static electricity can kill a PC, either while it's running or when you're or working on it. I want to change the static mesh of an actor once it gets clicked. When two beautiful leads act in a movie together, viewers can’t help but link their gestures on screen to their relationship offscreen. You can use the method in the first pic, just run the output through For Each loop - this will iterate through every element in the array Get All Actors Of Class spits out For components: You manually add them to an array using Make Array node. If the involved actors are relevant the system works ok, but if one of the actor becomes irrelevant and return the the area where a detach action happened, an artifact. Using 4 I am trying to make an RTS game which will require me to have a way to check whether there is already a building where I am trying to place a new one. Jan 13, 2015 · I am trying to move or destroy static meshes (and also BP containing static meshes) in my game. What’s in the PRO Act that’s bad for small businesses? 61% of small businesses say PRO Act will destroy their businesses. I have problems getting to work the detaching of an static mesh for network mode. Cast To StaticMeshComponent Destroy means it get deleted. You can export the height map of your terrain from UE4, sculpt a mountiain into it, or use worldmachine and then reimport it as a raw file and still be able to edit it in engine. Here is what I did: Imported a static mesh and created a Destructible Mesh from it. I have tried connecting the Array Index to the Element Index node but still. In the static mesh browser on the top bar, there is a collision button with a dropdown arrow. ) In Unreal Engine, as in Unity, Static Mesh assets implicitly supply triangle-mesh collision. I named mine “DestroyWall”. tier 2 help desk salary Actually UnregisterComponent and DestroyComponent both works for me in Editor. Thunder_Owl (Thunder_Owl) March 3, 2019, 10:17pm 3. randomize-array, static-mesh-componen, question, unreal-engine. An Audio Component will give your Actor the ability to play sounds. static_mesh_replicate_movement (bool): [Read-Write] This static mesh should replicate movement. Now I need to remove this added mesh o either replace it with another static mesh. Click image for full size. My question is as follows, how can I deal with this error? The Mesh Variable is set to RepNotify and whenever it updates, set runs the set static mesh function on the component. Advertisement Your computer. I just call Component->UnregisterComponent(); 1 Like. Jan 4, 2017 · You have to set the mobility of your spline mesh component to match the root component’s mobility. Although the name implies that the Actor is static (or unable to move), the "static" refers to the type of mesh used rather than the Actor's ability to move. Wait, what? Get the facts at HowStuffWorks. You can control the fadeout effect with a timeline and once is fadeout completely you can then destroy the actor. dune downtown Get() == NULL [File:D:\\BuildFarm\\buildmachine_++depot+UE4-Releases+4. The Static Mesh Actor is a simple type of Actor that displays a 3D mesh in the Level. Add a collider to prevent the player pawn from interacting with the Destructible Mesh. A Static Mesh is a piece of geometry that consists of a static set of polygons and are the basic unit used to create world geometry for levels in Unreal Engine 4. Once set up, you can connect objects to. From what I can see, the homing target component only accepts static meshes as the target, and without re-writing everything, it should be relatively simple to use a line trace to get a location, which I've got already, and use that location as the homing target, it should already be getting a location for the static mesh, I just need to be. Describes two methods of importing small sets of Assets into your Unreal Engine project. If you are really desperate, you can do the following just as I did. You could parent an object to the Static Mesh in the World Outliner. Use on component begin overlap and try to destroy from SwapResult->HitItem; 3. Chances are, whatever you have your Static Mesh do in your level, you do not want to have the player able to walk or shoot through the mesh. The Static Mesh Actor is a simple type of Actor that displays a 3D mesh in the Level. Hello, When I add more than two instances to an instanced static mesh component I get the following error: Assertion failed: FromInst->OwnerComponent. Mar 21, 2016 · I’m trying to attach a static mesh component (weapon) to my character’s skeletal mesh component’s socket and then allow it to be detached, re-attached, re-detached, etc… The problem is I can’r re-attach it a second time.
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A normal static mesh works great and triggers immediately. Here is what I did: Imported a static mesh and created a Destructible Mesh from it. I've been looking for around 5 hours now, and am really struggling here. First, you have to create a new variable of type Static Mesh Component->Reference, and ensure that you click the Array box next to the variable type (looks like a grid). Repro Steps Create some BSP Geometry Convert the BSP to a Static Mesh Create a new Blueprint Add a Static. Neros (Neros) May 6, 2015, 3:38am 17 trying to replace a weapon object which is attached as a child to 'weapon slot' scene coponent. A screen saver is an image that is displayed on a computer screen when the machine shifts into sleep mode. Once the project is open, in the Content Browser you can use the search bar or navigate to Content > Starter Content > Props to open the Static Mesh named SM_Door. Aug 17, 2019 · During conversion of my single-player game, which highly relies on Add Static Mesh Component during gamplay, I found it very hard to replicate such added components. Taitron Components News: This is the News-site for the company Taitron Components on Markets Insider Indices Commodities Currencies Stocks Google and Microsoft are constantly locked in competition for the desktops and search results of the public. I have took a deep dive into replication and spent over 10 hours to understend the topics. virtual void BeginDestroy&40;&41; Remarks. I needed to make a custom event and a placeholder Variable (Spline Mesh Type) inside the target blueprint. Add a collider to prevent the player pawn from interacting with the Destructible Mesh. I've been playing with instanced static mesh. If I set my SplineMeshComponent to Moveable, the spline mesh doesn't show. All i wanted to do is as follows… when i have the int value of 4 to have those two meshes spawn and be attached to their corresponding socket. I don't want to use instancing. Simulate physics also creates the same. Nov 17, 2014 · Having some serious issues with something i feel should be easy as pie… would hugely appreciate a helping hand with this one. Then, in the level BP, set the. It gets added to the characters inventory and when I want to go and use the item and he performs a throw action I want to somehow stop the ball from being attached I have tried many different tutorials ive found online but they all seem to point. 1985 penny error list ) In Unreal Engine, as in Unity, Static Mesh assets implicitly supply triangle-mesh collision. In addition to building levels, Static Meshes can be used for creating movers such as doors or lifts, rigid body physics objects, foliage and terrain decorations, procedurally created. If you want to destroy the component, use: MyComponent->DestroyComponent() But you can’t use it after it’s destroyed! I’m trying to attach a static mesh component (weapon) to my character’s skeletal mesh component’s socket and then allow it to be detached, re-attached, re-detached, etc… The problem is I can’r re-attach it a second time. If something hit him it will be destroy, so it's basic. Get it from node may get fail, I don't know. StaticMeshComponents. I provide project I discovered this issue in when I was playing around. I'm Adding a Crafting System to my game and I have added static meshes to the blueprint via add StaticMeshComponent function. After delay done you need to see all destructible components that overlapped from the triger capsule and make them to destroy (if you want you can randomize the distructionby storing all static meshes in an array that make 1 other delay with a low timer like 0. You would make an event in a BP that iterates through everything in your scene (e GetAllActorsWithTag), then with GetComponentsOfClass retrieve all static mesh components within a given actor, spawn Static Mesh Actors with the information from the components (mesh, material, transform) and destroy the previous components/Actor. I can't derive the required target from a static mesh. A Rotating Movement Component will make your Actor spin around. Repro Steps Create some BSP Geometry Convert the BSP to a Static Mesh Create a new Blueprint Add a Static. You could delete the last one (M-1), take its transform and set it for instance N. Unreal Engine Blueprint API Reference > Physics. Unreal Engine Blueprint API Reference > Physics. Actually UnregisterComponent and DestroyComponent both works for me in Editor. No guarantees, but that’s how I would first start. If you are really desperate, you can do the following just as I did. Then on Event Begin Play, I added a delay of 2 seconds, called AddChairComponent, another Delay, then Destroy Component (NewVar). When the health reaches 0 - disable/hide the Static Mesh and enable the Destructible Mesh triggering the. baddiesonly lala koi WeaponMesh->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly); WeaponMesh->AttachToComponent(Component, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("Weapon")); The only combination of static and movable which works for my purpose here is to set the spline itself to movable and the mesh components to static, and then call them and destroy them as needed. I tried void Foo::OnConstruction(const FTransform& Transform) { int32 SplinePoints = Spline->GetNumSplinePoints(); for (int32 i = 0; i < SplinePoints; ++i){ FVector Location, Tangent; Spline. I checked all the collisions and everything is detected (the grass has an ' object channel' named "foliage", which is set to be overlapped). I created a function, "AddChairComponent", called Add Static Mesh Component (SM_Chair), Set Is Replicated to True, and set a NewVar. Unreal Engine version: Version: 52-29314046+++UE5+Release-5. component first, and then “DestroyComponent” spline. Add a collider to prevent the player pawn from interacting with the Destructible Mesh. The tooltip for Remove Instance say that the order is maintained - but the array may shrink in size. Advertisement The primary principle at work in a laser printer is static electricity, the same energy that makes clothes in the dryer stick together or a lightning bolt travel from. They're cheaper and, well, they're combs. What you can do is spawn the static mesh into the game world, visibility off, in some remote place far, far away and still get its size All in a fraction of a second. I’m trying out the new Scene Component. Your computer probably uses both static RAM and dynamic RAM at the same time, but for different reasons. I know how to get the index of a mesh, but not which mesh I hit. With the A method, the Static mesh will be destroyed, and maybe you’re setting the mesh when it doesn’t exist, so the editor crashes because it can’t load the asset. component first, and then “DestroyComponent” spline. Wait, what? Get the facts at HowStuffWorks. Aug 30, 2018 · Add a collider to prevent the player pawn from interacting with the Destructible Mesh. Started messing with Make Array node, but it just applies the affect to the next index I insert and not all the meshes. destroy_source_actors (bool): [Read-Write] Destroy the provided Actors after the operation. In the static mesh browser on the top bar, there is a collision button with a dropdown arrow. Advertisement Just b. properties to rent wirral I'm having a full on noob day. From this component, I'd like to create a static mesh component and add it to the actor. In addition to building levels, Static Meshes can be used for creating movers such as doors or lifts, rigid body physics objects, foliage and terrain decorations, procedurally created. And you need to make sure that you component has a mobility. UE4 supports booleans on BSP, but not on static meshes. Get() == NULL [File:D:\\BuildFarm\\buildmachine_++depot+UE4-Releases+4. You may have to first assign the mesh with a scale of 1 and then get the component bounds off that before setting to your desired scale. However, no matter what I do, I can't seen to be able to call the function to create a static mesh component. Yata (Yata) May 12, 2016, 3:08pm 4. I needed to make a custom event and a placeholder Variable (Spline Mesh Type) inside the target blueprint. Jul 29, 2018 · I am using Movement Component to get basic movement logic, and Add Movement Input function to actually move the pawn. To describe, I'm just trying to have an object fade in and out when the player approaches or walks away from it. I appreciate any help on what is the proper way of doing this task. Static friction is greater than kinetic friction because of irregularities between the static object and the surface upon which it rests. I have a bunch of static mesh assets in my project.
First one has following structure of Components: It has simple Blueprint graph: and following Collision settings on a Static Mesh component: it works as expected: fly and chases player it register hits with geometry damages the actor it hits destroy itself after this Everything is OK, but it. Black small business owners were already financially vulnerable prior to Covid-19. I created an Actor Blueprint with an Instanced Static Mesh Component, and specified the default rounded cube for the static mesh. If I make an empty blueprint actor, and then add an instanced static mesh component, no matter what I do "simulate physics" is always greyed out and I can't enable it. The only combination of static and movable which works for my purpose here is to set the spline itself to movable and the mesh components to static, and then call them and destroy them as needed. Is there any way I can just set the static mesh as a variable. Just an = and a bool. And you need to make sure that you component has a mobility. stefanie knight stefbabyg Static Mesh コンポーネント StaticMesh コンポーネント は UStaticMesh のインスタンスを作成するために使用します。 スタティックメッシュ は、ポリゴンの静的セットで構成されるひとつのジオメトリであり、Unreal Engine 4 のレベルのワールド ジオメトリ作成に使用. Dealman (Dealman) June 10, 2016, 8:47pm 3. Once the project is open, in the Content Browser you can use the search bar or navigate to Content > Starter Content > Props to open the Static Mesh named SM_Door. After that you will be able to change static mesh on. dh horton floor plans Either it's a bug or I'm just too stupid, I hope the latter. I have took a deep dive into replication and spent over 10 hours to understend the topics. So I have the static mesh components in an array, give this array to the second actor blueprint, want to copy or move them, and destroy or delete them in the first actor. In upper left corner there is "components" tab. With the Static Mesh opened in the Static Mesh Editor, you can create a socket to place a fire particle in the middle of the doorway. The one I would suggest, since you are using a specific mesh object from your package, is to open that mesh and add collision while in the editor. (3) Keeping all the procedural mesh components in the world seems to decrease performance, so they need to be converted to static meshes to indicate they won’t be constantly updated. Static Mesh コンポーネント StaticMesh コンポーネント は UStaticMesh のインスタンスを作成するために使用します。 スタティックメッシュ は、ポリゴンの静的セットで構成されるひとつのジオメトリであり、Unreal Engine 4 のレベルのワールド ジオメトリ作成に使用. myrtle beach arrests today Click that and add simple box collision (assuming that is the collision you’d like the road to have) I have the exact same problem with my vehicle and city sample map. if you have say a mech that's stomping. unreal-engine. If you want to destroy the component, use: MyComponent->DestroyComponent() But you can't use it after it's destroyed! Learn about networking in Unreal Engine including fundamental concepts and the available replication systems. It gets added to the characters inventory and when I want to go and use the item and he performs a throw action I want to somehow stop the ball from being attached I have tried many different tutorials ive found online but they all seem to point.
This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process. So the player needs to have the ability to reset to the nearest checkpoint and respawn all the puzzle pieces. sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games). Would appreciate any guidance 🙂 What i'm trying to do:- I made a toolbar button to run this tool for now. The problem happens when detaching the static mesh. // mesh = valid path. A Static Mesh is a piece of geometry that consists of a static set of polygons and are the basic unit used to create world geometry for levels in Unreal Engine 4. Target is Datasmith Scene Element Base Target In Mesh Pipeline & Plugins. I've tried using set material on the instanced static mesh component in blueprint. The following code is in a. Jul 29, 2018 · I am using Movement Component to get basic movement logic, and Add Movement Input function to actually move the pawn. I don't want to combine into a single mesh. dragons tail in north carolina Only two references need to be changed and you do not need to update all indices for instances N to M-1. You can use that to assign the User Parameter Static Mesh Object you setup. Open that blueprint add a static mesh component under components tab and set the mesh to “Wall_400x400” and then, add a new function. g: Change Mobility, Making sure Material is set to be used with instanced Static mesh. In addition to building levels, Static Meshes can be used for creating movers such as doors or lifts, rigid body physics objects, foliage and terrain decorations, procedurally created. Create a variable of the desired type and turn it into an array - looping with For Each node will give the iterations. cpp] [Line: 2524] Note that I ran the exact same code under 4. I am now trying to use instance static meshes with the default 1x1 cube and just replacing the static mesh components with the instance. Overview of the StaticMeshComponent, its settings and how it is used. rename_components_from_source (bool): [Read-Write] Rename StaticMeshComponents based on source. When the Scene component (I tried also arrow component, it behaved exactly the same) is a root of my actor, then when I start the game, only the invisible Scene component moves (I can tell because the camera looks at it), but all the static meshes, which are clearly parented to. The component has some custom painting on LODs or not bDisallowMeshPaintPerInstance. Destroying a static mesh component in C++. Unreal supports a bewildering array of choices to. Then on Event Begin Play, I added a delay of 2 seconds, called AddChairComponent, another Delay, then Destroy Component (NewVar). I am using the point and click toolkit and have managed to attach a ball to a characters hand when picked up. if its just one at a time then line trace would work well. lowes propane torch Go your content browser and enter the static mesh. I provide project I discovered this issue in when I was playing around. Basically i need to boolean the mesh of multiple spline mesh components. In the Blueprint there is a ‘Add Spline Mesh Component’ call and I am not sure how I would translate this to C++. I spawn an actor, which is basically a StaticMesh in network mode, gets replicated correctly. The question about supervolcanoes isn't whether one could destroy all life on Earth. For better performance I used Instanced Static Mesh Component. I created an Actor Blueprint with an Instanced Static Mesh Component, and specified the default rounded cube for the static mesh. These people want to change that. Hi All! I've got stucked with onclicked event not firing for static mesh. Vollgaser (Vollgaser) February 6, 2016, 10:40am 2. In addition to building levels, Static Meshes can be used for creating movers such as doors or lifts, rigid body physics objects, foliage and terrain decorations, procedurally created. First one has following structure of Components: It has simple Blueprint graph: and following Collision settings on a Static Mesh component: it works as expected: fly and chases player it register hits with geometry damages the actor it hits destroy itself after this Everything is OK, but it. I just can't remember how I did it. As far as I konw you cant change the geometry of static meshes in unreal, like making holes in them or so. Mar 13, 2015 · primitive components aren’t always made out of triangles like a mesh component. If you are really desperate, you can do the following just as I did.