Is it possible in UE4 to do physics rotation with a different pivot then defined in the mesh asset?
I would just rotate it and adjust the location accordingly to the different pivot location but since it is simulating physics that is not a option. Is the any way at all to do this?
That wasn’t what I needed, I guess it will be the solution for something like add torque. I should have been more specific. I tried to rotate something on a physics handle. Rotating the target rotation with offsetting the target location to account for the different pivot results in it shifting the target more and more. The problem being also that nothing is instant set on the physics object.
My solution is now to have a 2 component chain for the target, The parent for the center location, the child for the physics object mesh pivot. Then rotating the parent component.