I generate Procedural Meshes from geometry data at runtime and then spawn Actors with a ProceduralMeshComponent to bring these meshes into my game world. These Meshes need to simulate Physics on User input.
However, setting “Simualtes Physics” via Blueprint does not work, the Meshes just remain stationary. Gravity is enabled and I assigned some mass to the ProceduralMeshComponent, too.
This seems to have changed something as some of the Meshes show some very minor reaction when Simulate Physics is activated. However, apart from this initial reaction. the Meshes still remain stationary.
When I was doing the previous version of the sim any type of use of complex as simple collision would prompt an error from the engine saying that it cant simulate physics with that option.
So I looked up if anyone else had the same conflict with the procedural component. Found a case online and checked if unchecking it unfreezes the sim. And it worked