Merge physics objects in runtime

How to merge physics objects in blueprints in game, or weld objects so they don’t jittering

Attaching component/actor to another component/actor does the job most of the time. Auto-weld kicks in and things are OK-ish.

Could you provide more details? A scenario where things fail to behave as expected?

I have an add-on question to this: With auto-weld enabled, when attaching components/actors, is it normal to receive a “false” when testing for “is simulating physics” on a hit event ? The main component correctly returns “true”, but the attachment not? is this by design?

I’d say it’s by desing. The attachment is not simulating physics, it’s attached to something else that is.

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