It seems to me like this ought to be the simplest thing in the world, and it is frustratingly difficult to even find anyone online talking about doing it, and seems downright impossible to implement.
I would like to add a physics constraint between two points of my skeletal mesh (which will then be “simulating physics” during runtime.)
I would like to have a “spring” type thing between the two plates at the bottom, the desired contraction of which I can change at runtime. I already have done this part as a proof of concept between two static meshes using a physics component and Linear driver.
I cannot for the life of me figure out how to implement this. Ideally, I’d like to choose where this “spring” gets anchored to the mesh arbitrarily, but even if it connects at the center of the plates, that is a step in the right direction.