I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates.
Here's the class:
class QuadForceKActor extends KActorSpawnable
placeable;
var(Behavior) bool bConstrainRotation;
var(Behavior) bool bConstrainX;
var(Behavior) bool bConstrainY;
var(Behavior) bool bConstrainZ;
var RB_ConstraintActor PhysicsConstraintActor;
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0));
if(bConstrainRotation)
{
PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true;
PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true;
}
SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ);
PhysicsConstraintActor.InitConstraint(self, None);
}
function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ)
{
if(InConstrainX)
{
PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1;
}
else
{
PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0;
}
if(InConstrainY)
{
PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1;
}
else
{
PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0;
}
if(InConstrainZ)
{
PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1;
}
else
{
PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0;
}
}
DefaultProperties
{
bConstrainRotation=true
bConstrainX=false
bConstrainY=false
bConstrainZ=false
bSafeBaseIfAsleep=false
bNoEncroachCheck=false
}
Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all.
local QuadForceKCreateBlock BlockActor;
BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false);
BlockActor.SetDuration(m_BlockDuration);
BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true);
BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001;
BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh);
BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity);
I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock.
I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating.
Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.