To workaround this, used MyComponent->BodyInstance.bOverrideMass = true; Mesh->BodyInstance.SetMassOverride(0.f); instead of just SetMassOverrideInKG(); in any constructors.
Hope will be helpful!
To workaround this, used MyComponent->BodyInstance.bOverrideMass = true; Mesh->BodyInstance.SetMassOverride(0.f); instead of just SetMassOverrideInKG(); in any constructors.
Hope will be helpful!