I am writing a Blueprint component that enables physical animation on a skeletal mesh actor and then applies an impulse each event tick.
The first portion, enabled on Event Begin Play, works fine. I ‘Add Physical Animation Component’ to the Owner of the Actor Component, Set Skeletal Mesh Component to the Physical Animation Component, Apply Physical Animation Profile, and Set All Bodies Below Simulate Physics. The bone names are correct and if I pass it the root bone, the skeletal mesh is physically simulated in game.
However, when I Add Impulse to a leg bone it does not move. Similarly for Add Impulse/Force at Location, as well as the Angular variants. The bone name is correct and I am setting the impulse to a large vector. I have also checked that the bones are working in the skeletal mesh .uasset.
Am I missing a step? Is there something else to be done for skeletal actors with physical animation?