Hi all,
The center of mass is not really exposed right now, but I agree we should as this would be really useful. I’d like to get this in for 4.6 if possible!
A possible workaround is to look at FBodyInstance which has a function called GetPxRigidDynamic() which will return a PxRigidBody. Once you have this you can query the center of mass by calling getCMassLocalPose which will return a PxTransform. We have utility functions like P2UTransform which will convert this PxTransform into an FTransform so that you can use it with the rest of unreal math library.
This is not ideal but if you’re really blocked it’s worth taking a look. If you’re doing this and run into any issues please let me know and I’ll try to help you out. Thanks for bringing this up