Unreal 5.3 - I wanted to confirm if it’s possible as other topics only discuss not being able to pick up the fractured shards.
I have a physics handle that lets me pick up an actor consisting of a static mesh component of a cube. An identically configured actor but with a geometry collection instead of static mesh does not.
I’ve confirmed the component going into the component slot of “Grab component at location” is the right one in both cases, but when I call “get grabbed component” from the physics handle to check if something’s there, it’s empty when I try to grab the Geometry Collection actor.
Physics is enabled on both, and with the unfractured Geometry Collection I can push it with the player’s body and see it bounce off walls and stuff. However when I call “is simulating physics” on the component it returns False.
I’ve tried alternatives like removing the the StaticMesh actor and spawning in a Geometry Collection actor when the StaticMesh actor receives a Hit Event, but that immediately crashes the editor. Similarly having a non-physics Geometry Collection component in the same actor as the StaticMesh, and then on component hit removing the StaticMesh and enabling visibility and physics on the Geometry Collection also triggers a crash. There seem to be quite a few topics complaining about that.