Overriding Center of Mass

I’m having trouble overriding the generated center of mass for a character mesh. Here’s the code I’m calling in my Pawn class:

this->MeshComponent->BodyInstance.COMNudge = this->CenterOfMassOffset;

I’ve also tried using this incase “Mesh->BodyInstance” is read-only or something…

FBodyInstance* BodyInst = this->MeshComponent->GetBodyInstance();

However, I’m not seeing any change. Is there another way to change the center or am I just doing something stupid?

FYI, “MeshComponent” is a USkeletalMeshComponent.


What’s the bumping procedure for posts? This one has actually gone unanswered so long I had forgotten about it until now…