Hi…
I’m doing a simple prototype of a Seesaw and it seems you cannot dynamically alter the mass of objects.
I can set different values for the cubes and the system works, but I am unable to dynamically set the mass of each of the cubes…
I can change the ‘scale’ of the cubes which kind of works… but seems a bit back to front implementation.
thanks in advance.
Solved
Well it looks like you can’t do this with standard components in BluePrints so I just extended the StaticMesh Component through C++ instead… seems to be working well enough…
FBodyInstance* BodyInst = GetBodyInstance();
void SetMassOverrideInKg(FName BoneName, float NewMass, bool bOverride)
{
if (!BodyInst) return;
BodyInst->SetMassOverride(NewMass, bOverride);
BodyInst->UpdateMassProperties();
};