(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Hi there! Nice colors in your post! :slight_smile:

You shouldn’t be setting the mass directly, what I can do easily is give you a node to set the mass scale of any primitive component / static mesh / skeletal mesh.

By playing with the mass scale on a per- basis you can get the to have the effective movement/physics that you want in game.

If you are doing some kind of 3d weight scale game and you actually need 1 kg every, it will require much more effort on my part :slight_smile:

Mass scale is easy and universally useful!


**Mass to Power 0 = 1**


[QUOTE=martoof;205376]

In fact, there is a value in the physical material which cause  problem and seems to be use by the engine for the calculation :
- Raise Mass to Power = 0.75 by default
If I set Raise Mass to Power = 0.0   --->   my  has Mass in Kg = 1.001 :(  WHY !!!! :confused:[/COLOR]
##############

[/QUOTE]


**If you raise anything to the power of 0, the value is 1! **

**Conceptual proof:**

 is because power implies Self-Multiplication, (x^2 = x * x), and the only thing you can multiply any number by and get itself  is 1.  So 1 is  Eternal Constant when it comes to exponential math, anything to 0 power is the same, constant, unchanged Origin of  exponential math.  numbers to the 0 power trace back to the same single point, the number 1, so  is Origin. And 0 represent the concept of Origin!


**Conventional Proof:**


```


                 X^y
 x^0 = x^(y-y) = --- = 1
                 x^y    


```




**So um, is that  you need then? A phys mat with power to 0?**


Mass scale as a BP node would be much more useful to more people and gives you fine tuned control on a per- basis, and does not require phys-mats to be set anywhere :)