I have tried everything. How do I grab and drop items with physics?

Hello. So I have followed countless tutorials and read countless posts about how to grab and move and drop components with physics but absolutely nothing worked for me. I’m currently going insane. So this is my last hope. DO you know how I can do this?
I have tried grab with physics handle and I have tried physics constraints but nothing works. Actually it worked spontaneously once when I was just clicking on it a million times, I grabbed the object but when I tried to replicate it is didn’t work again.
Please help.
Thank you very much.

Not really my area, but I think if you want to pick something up, you have to turn physics off, and the back on again when you want to throw or drop.

This I tried but when I turn it on and then off I still can’t pick it up. But thanks anyway.

Hi there,

Don’t give up yet. Do you know how to debug your code to see where and why it is failing?
Can you show a screenshot of part of your code, or the tutorials you’ve followed?

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This is from this video which is the tutorial I prefer to use.
Screenshot_5
My problem with this solution is that the item just disappears.
From the debugging I did on this it appears to work just fine.
Thanks.

Hi there,
Thank you for sharing it. The first thing to do is use a print string to detect if the object is being detected. Also, from what I can recall, your “holding loc” should be a static mesh with proper collision settings. You’re trying to attach an arrow component to an actor with physics constraints. That is potentially what is causing your code to fail.

Physics handle and Constraints require different workflows. Where did you take this logic from?

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Physics Handle is the way to go. However, I’m sure that a lot of tutorials are for UE4, and you’re using UE5, where things may be a little different.
First, you need to decrease Linear Damping of the Physics Handle. A value of about 50 is okay-ish.
Second, call Wake Rigid Body on the grabbed component. Without it, it barely moves, if at all, which looks like nothing works.
PhysicsHandle | blueprintUE

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What would I set the static mesh collation settings to?
The logic is from this tutorial

Hi there,
Thank you for sharing.
Yes, it is a static mesh used in that video at time 1:52. So, the proper collision settings must be presented in this video you’ve shared.

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This is literally the same code I had but without the wake rigid body.
Thanks. And thank you all.

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ChaosPhysics has a lot of issues still and it is in my experience by far the weakest part of UE5. They do offer a version with the older PhysX but you have to compile that yourself. There are many things that just don’t work properly with ChaosPhysics right now… some fixes are in the works for 5.1 at least.

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