Summary
- When you create chained constraints at runtime, only first one works as expected
- When you create chained constraints in the scene or in premade BP, they work as long as you do not attach that actor to something (effectively changing weld root)
- When you disable/enable simulate physics at runtime, usually the second constraint breaks
- When you attach the actor with constrained components to another actor, the constraints break
- SO basically only components constrained to weld root work, other setups are broken (which makes making basic vehicle with turning wheels dynamically impossible)
Steps to reproduce:
- Create new Actor BP
- Add 1st static mesh comp to it
- Add 2nd static mesh comp to it
- Add 3rd static mesh comp to it
- On BeginPlay: Set 2nd and 3rd to simulate physics and dynamically create and setup 2 physics constraints:
-
- from 1st to 2nd
-
- from 2nd to 3rd
- Watch as the first constraint behaves normally, but the second behaves weirdly: not respecting any set limits or falling apart altogether
I tried everything in BP what I could think of, even spawning ConstraintActors instead of components…Did not work either. Please tell me what I am doing wrong, or is it expected behaviour? I hope not…
Thanks