# Can I Reset a Constraint After it has been Broken?

**URL:** <https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764>\
**Category:** World Creation\
**Tags:** reset, physics-constraint, unreal-engine, constraint, Physics, question, Blueprint\
**Created:** [May 7, 2014, 6:57pm UTC](https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764 "2014-05-07T18:57:11Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Heisenburger](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Heisenburger](https://forums.unrealengine.com/u/Heisenburger)\
**Post date:** [May 7, 2014, 6:57pm UTC](https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764/1 "2014-05-07T18:57:11Z")

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Is it possible to reset a physics constraint after it has been broken?

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**Author:** ![\_Epic\_Ori\_Cohen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Ori\_Cohen](https://forums.unrealengine.com/u/_Epic_Ori_Cohen)\
**Post date:** [May 7, 2014, 9:26pm UTC](https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764/2 "2014-05-07T21:26:17Z")

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I don’t think this is currently supported. You could manually recreate the constraint in code. One issue I could see running into is that the body that was originally constrained might fall out of the world and get destroyed, in which case you’d have to recreate the body instance.

Can you tell me more about what you’re trying to do? It might be easier to just respawn the physical asset

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**Author:** ![Hitpawz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hitpawz](https://forums.unrealengine.com/u/Hitpawz)\
**Post date:** [January 23, 2015, 9:32am UTC](https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764/3 "2015-01-23T09:32:04Z")

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See this question:

> **[Feature Request: Attach and break physicsConstraint components via blueprint](https://forums.unrealengine.com/questions/52394/feature-request-attach-and-break-physicsconstraint.html)**
>
> I would love to be able to attach and remove physics objects to physics constraints via blueprint by modifying the “Component Name” values, so dynamically release the current attached object, and attach a new object. This would be great for making...

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**Author:** ![BoredEngineer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoredEngineer](https://forums.unrealengine.com/u/BoredEngineer)\
**Post date:** [March 17, 2017, 6:57pm UTC](https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764/4 "2017-03-17T18:57:53Z")

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Would of that mean that we need to destroy component too?

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**Author:** ![Lecterr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lecterr](https://forums.unrealengine.com/u/Lecterr)\
**Post date:** [December 6, 2018, 2:49am UTC](https://forums.unrealengine.com/t/can-i-reset-a-constraint-after-it-has-been-broken/282764/5 "2018-12-06T02:49:09Z")

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you can use InitComponentConstraint() to bind exactly the same components again. just a little warning: of course it will bind in the new position they have now.  
if you want to use new components, or a new component, simply use SetConstrainedComponents. you might have to cast into UPrimitiveComponents from USceneComponent.  
This is a C++ solution. But also should work with similar functions in blueprint.
