I have an actor class called ABreakableActor which holds a:
UGeometryCollectionComponent* BreakableMeshComponent;
I have inherited this class with a BP that disables the gravity of the component so it just floats there. I would like to enable gravity on the object when certain events happen in the game but it seems to have no effect. For example, if I try overriding BeginPlay:
void ABreakableActor::BeginPlay()
{
Super::BeginPlay();
BreakableMeshComponent->SetEnableGravity(true);
}
There is no effect on the gravity of the object.
For reference here is the constructor:
ABreakableActor::ABreakableActor()
{
PrimaryActorTick.bCanEverTick = true;
// Initialize and set DefaultSceneRoot as the root component
DefaultSceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
RootComponent = DefaultSceneRoot;
// Create BreakableMeshComponent and attach it to the DefaultSceneRoot
BreakableMeshComponent = CreateDefaultSubobject<UGeometryCollectionComponent>(TEXT("BreakableMeshComponent"));
BreakableMeshComponent->SetupAttachment(DefaultSceneRoot);
}