As the title says, I spawn a Physics Constraint Actor in C++ in real-time and set all of the parameters so that it mirrors the blueprint variant, yet it behaves differently.
Physics actor I attach to it doesn’t “hold” or freeze, but instead it falls. This is not the case in the blueprint version.
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I’m having the same issue with c++ physics constraint components. They behave differently than their BP counterparts. I’m thinking it might be due to some differences in the reference frame. Have you been able to figure out what the issue is?