Objects are losing collision after being detached?

I am completely new to Unreal, so this may be a simple question.

Here’s what is happening:

What I want to happen is for the block to simply drop down. Eventually I’ll have it so the block will be launched, but for right now all I want is for the object to be picked up and then dropped. As seen in the video, when you let go of the block, it will sit there motionless. It still maintains it’s collision, but loses all of it’s physics.

Here’s the code. I know that the “drop object” script is incredibly simple, but I don’t really know what else to do.

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This gave me a weird déjà vu since I posted this 2h ago:


You’re attaching an actor whose component is simulating physics to a box that is not. This will disable physics simulation on the held item. You’d need to enable it after detaching:

I’ve assumed here that the blue boxes have a static mesh as the root.

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How would I check if the boxes have a static mesh as the root? from the forum posts I found this seemed to be the most common solution, but I wasn’t none of the posts said how to check or change it. most of the posts were like
“Check if your object has a static mesh as it’s root”
“Thanks this fixed it.”

Also, what is the “Target to Root Component” node called? I can’t seem to find it. Thanks a ton for your help!

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When you simulate physics on something like the blue boxes we saw, it would make perfect sense to ensure the component that does the simulation sits at the root of hierarchy:

You can drag it there. This way, when you cast, you can be sure that the root component is the one that you wanted to get. This can be achieved in other ways but as a rule of thumb: when simulating physics, make the simulating component the root of an actor.

You may have an actor with 5 static meshes and only 1 can be the root so it’s not always applicable, ofc.

Also, what is the “Target to Root Component” node called? I can’t seem to find it. Thanks a ton for your help!

Context Sensitive is the name of the game. When you work with blueprints, avoid plopping down orphaned nodes. Instead, drag a wire and then search for stuff:

You will get nicely filtered results that make sense in this particular context. Target refers to an instance of another object.


One way or another, the solution here is to re-enable physics sim on the static mesh that represents the blue box. If still in doubt, do post the component hierarchy of that actor.

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Yep, that code from before fixed it! Thanks a ton! now it’s working perfectly.

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