Quote:Define "freeze": just completely freeze in place, behave like a rigidbody, stop being simulated but still able to be programmatically deformed...?
I want to freeze it mainly to stop being simulated, when it is, for example, too far from player. Or in case of my fishing rod, I want to stop simulating it while it is stored in a vehicle trunk or something like that. With that, I still need it to be visible, just as a static model.
Also, I need to set the parent of the fishing rod to some transform in the vehicle hierarchy (as it's supposed to move with the vehicle), and the vehicle does not have a solver.
Quote:ResetParticles will reset particle positions to the ones specified in the blueprint, but will not prevent them from being simulated normally. This said, the rope should go back to the pose it was in when first loaded into the solver, I've been unable to reproduce it staying the same as the last frame. How are you calling ResetParticles()?
My plan was to reset the fishing rod to the blueprint state and parent it to a vehicle object. It does not need to be simulated, can be just static model.
Then I will make blueprint to look like a stored fishing rod (line wrapped around, hook attached to the rod, something like that).
I'm trying to avoid full simulation while fishing rod is not used, as it takes too much time. (3-8 ms, I might also need help with optimizing that).
So I'm calling ResetParticles then I parent the fishing rod's transform to my vehicle's trunk, which does not have a solver. The fishing rod gets frozen, still drawn just like I want, but the shape of the rope is still the same as before this procedure, and not like in the blueprint. I recon maybe one frame needs to be passed before un-parenting the rope from solver for it to be updated? Or are there functions I can call to manually update the rope visuals? Maybe it's the Obi Line renderer or path smoother that need to be updated manually?
Thanks for help!