I'm using the RemadePhysBarrel static mesh that's included with the UDK. I have a function that spawns one of these in front of me. I can make the barrel fall through the floor or stay in the air, but I can't make it fall and then stop when it hits the floor. How would I go about that?
Code:
class TestPhysicsBarrel extends Actor
placeable;
DefaultProperties
{
Begin Object class=StaticMeshComponent Name=TheMesh
StaticMesh = StaticMesh'phystest_resources.RemadePhysBarrel'
HiddenGame=FALSE
HiddenEditor=FALSE
Scale=1
End Object
Components.Add(TheMesh)
CollisionComponent=TheMesh
bMovable=True
bCollideActors=true
bBlockActors=true
// Physics = Phys_Falling // If I use this, the barrel falls through the floor.
// Physics = Phys_RigidBody // If I use this, the barrel doesn't fall at all.
}
event PostBeginPlay(){
// SetPhysics(Phys_RigidBody); // If I use this, the barrel falls through the floor.
}