How can I set a static mesh's position after physics simulation?

Hey sergio,

There isn’t an easy way to set a new position for an Actor after Simulating. best you can do is Simulate, let everything fall, and then make note of each Actor’s Transform values. Then you’ll need to set each individually. I believe developers are looking into a better way of handling this.

Another way to do this is in Play. Set a Blueprint to spawn each Actor you want to drop, and make a Blueprint for those Actors. When Actor hits, give it a short delay to account for it finding its final position, and then spawn a new Blueprint using same Static Mesh, this one set to Static mobility. Then Destroy initial Actor. It might look something like this:

It’s not easiest solution, but as long as this occurs before player sees it, it can work well. Unfortunately it isn’t possible to set mobility of an Actor during Play. You can set it in Constructor, but that wouldn’t work if you want it to fall into position first. That’s why you’d want to replace movable Actor with same one with same transform but set to Static mobility.

Hope that helps!