How to combine/ join two meshes in blueprints in game

im trying an vr project where if i random object assembled to one object for example when i merge 2 meshes and use an welding component ot overlap it should merge into one object and i can pick it up and have my physics simulated

i tried attach Component to Component but it didnt work im looking for insights and blueprints

Hi @Sreejith_SHR

If you’re trying to dynamically combine two or more meshes into a single physical object during gameplay (so it behaves like one unit and can be picked up with physics), here are a few approaches to try:


:white_check_mark: Option 1: AttachActorToActor or AttachComponentToComponent

These can work, but make sure you:

  • Set Weld Simulated Bodies to true
  • Attach after all physics are disabled, and re-enable physics on the root after attachment
  • Use the root component as your anchor

Example in Blueprints:

  • On overlap, disable physics on both
  • Attach Component B → Component A (with Weld Simulated Bodies)
  • Re-enable physics on root (A)

:test_tube: Option 2: Use UProceduralMeshComponent or Merge Actors

For runtime merging (if visual + collision need to be fused), look at:

  • Merge Static Meshes (Editor utility only)
  • Or dynamically create a new Procedural Mesh

This is more complex, but gives a true “merged” result that can be simulated easily.


:light_bulb: Bonus Tip (for Project Organization)

In projects like this with a lot of interactable parts, variations, and debug steps — it helps to keep track of:

  • What meshes need welding
  • What bugs were noticed (e.g. “root collision fails here”)
  • What’s done vs to-do

We actually built a tool for that called Asset Optics — lets you add per-asset checklists, comments, and notesdirectly inside the Unreal Editor and sync it to a web dashboard.

Not directly part of the welding solution, but definitely helps when testing variations or logging results while building a VR system like yours.

Happy to dig deeper if you want Blueprint snippets or share a test setup!

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Thank you for Clearing my Bug with attach component to component i unknowingly use simulate physics way early thats why it doesn’t work.

now need to figure out how to make the meshes look like they been welded together

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i am looking for something like this youtube video any answers

you can use a physics constraint. the good thing about it is that you can also “break” it if too much force is applied.

otherwise there’s the “mesh merge” feature. which can help with performance if you are careful enough.