Detach From Actor No Longer has Physics

How do I simulate physics on an actor once it’s been detached from another actor? Currently it remains floating in mid air. I have tried to “Set Simulate Physics” to true on the mesh (which I’ve set as the root component) but it still doesn’t work.

Seems to be working fine as is:

Image from Gyazo

In the above sequence:

  • they start as separate actors with Simulate Physics On as default
  • cube gets attached to the sphere after a while
  • only the cube gets a physics boop up the Z
  • they detach mid-air

Share more info about your setup if you can’t get it to work. Perhaps who gets attached to whom is mixed up?

Hi! Thanks for the reply, but I’m still not able to get it to work. This is my blueprint. I’ve set the static mesh to have Simulate Physics on as default and it works before I pick up the item but after I try to drop it, it stays in mid air and it ends up having no collision. Here’s the link to a video of it : - YouTube

If you do not enable collision again, the physics will not work.

Omg previously I’ve been trying to set the actor’s collision to be enabled (which obviously didn’t work) when I should have been setting the static mesh’s component’s collision to be enabled hahah thanks for your help!! :slight_smile: