I’m trying to modify the friction of a “bSimulatePhysics” actor (only) in real time from C++ using:
float DesiredFriction;
PhysicsActor->GetStaticMeshComponent()->GetMaterial(0)->GetPhysicalMaterial()->Friction = DesiredFriction;
And it’s working fine. The problem is that UE4 is still taking in account the world geometry friction. Modifying the world friction too obviously isn’t a solution since it’s going to affect every single physics actor in it so the question is, how on earth can I modify the general friction between a single actor and the world?