# Detach From Actor No Longer has Physics

**URL:** <https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247>\
**Category:** World Creation\
**Tags:** gravity, actor, simulate-physics, detach, unreal-engine, Physics, question\
**Created:** [July 16, 2020, 12:27pm UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247 "2020-07-16T12:27:53Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![FishOmelette](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FishOmelette](https://forums.unrealengine.com/u/FishOmelette)\
**Post date:** [July 16, 2020, 12:27pm UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247/1 "2020-07-16T12:27:53Z")

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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.

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [July 16, 2020, 4:58pm UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247/2 "2020-07-16T16:58:02Z")

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Seems to be working fine as is:

[![Image from Gyazo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/7/a/c7afc491c083417a25b4625aef9775e7f951cdd5.gif)](https://gyazo.com/20cd34985e2ac0a7e44e433627c64209)

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?

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**Author:** ![FishOmelette](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FishOmelette](https://forums.unrealengine.com/u/FishOmelette)\
**Post date:** [July 17, 2020, 1:05am UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247/3 "2020-07-17T01:05:48Z")

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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](https://youtu.be/VH_reQCf7y4)

 ![307367-capture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/5/d/25df9c43247305e5b16b8deee4549ca0ab4c6193.png)

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [July 17, 2020, 6:28am UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247/4 "2020-07-17T06:28:48Z")

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

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**Author:** ![FishOmelette](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FishOmelette](https://forums.unrealengine.com/u/FishOmelette)\
**Post date:** [July 17, 2020, 7:48am UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247/5 "2020-07-17T07:48:54Z")

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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!! 🙂
