I tried getting the current linear velocity from my meshcomponent, but the velocity is zero all the time, even with a lot of physics action going on. Why? or how do i get my current linear velocity correctly?
Never mind i found it. It is the velocity from the transform, instead of the linear physics velocity…
Yep you want instantaneous velocity, usually taken from magnitude vector at a given moment in time, e.g. a transform vector
For me, UPrimitiveComponent::GetPhysicsLinearVelocity works fine with a physics enabled MeshComponent controlled by AddForce, e.g. MyMeshComponent->GetPhysicsLinearVelocity().SizeSquared2D()
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