I have a C++ Pawn class that configures the StaticMeshComponent
:
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent"));
RootComponent = StaticMeshComponent;
Which is sub-classed in a Blueprint in order to configure the actual static mesh. This static mesh has a collision mesh and default collision profile of Pawn
:
Note, however that the blueprint editor is showing what I can only call a cutdown version of the details pane and I am unable to set Simulate Physics
and set things like Mass. When I drag this blueprint into the World, however I am able to set these things, and I get a more complete Details pane:
Can anyone suggest why this is the case? Given the pawn is created via a Player Start Actor and not configured directly into the World, then I want to be able to set the physics params.
Any help appreciated.