I have a ball and chain skeletal mesh that I made a blueprint for. In a second blueprint I spawn the ball and chain blueprint then do a few things to it.
- Set all bodies below simulate physics (bone 0)
- Set Collision Enabled ( Collision Enabled (Query and Physics) )
- Set Simulate Physics
- Set Enable Gravity
I originally made these blueprints in a Minimal Default map and it worked fine. Then I tried migrating them to the FaceARSample project provided by Epic Games under the Learn tab. In the FaceARSample project when step 3(Set Simulate Physics) is activated the ball suddenly has extreme energy and is flying everywhere, although it’s still attached to the root bone which doesn’t move.
What I tried
I compared the Project Settings under Engine ->Physics, but they look the same in both projects.
I made the blueprints from scratch but it had the exact same problem.
Are there project specific settings that could be causing my problem, where should I look?