Here’s what I’m trying to do in C++:
Create a few objects that can interact physically. (easily done)
Create copies of those objects that are hidden in the game and that interact with the other copies but not the originals. (read about “use async scene” and figured that was exactly what I needed)
The copies are hidden but will be used to simulate interactions between the originals whilst not actually disturbing the originals.
I had gotten a version of this to sort of work in Blueprints by spawning the copies every tick, performing the simulations and then destroying them. This seems like a waste when I can just keep the copies hidden and only interact with other copies in the level. Thing is I can’t find a single solid example on how to do this. I’ve enabled the use of async scene in the project settings but I can’t seem to programmatically change the value of bUseAsyncScene.
Is what I want to do possible or should I revert to spawning copies every tick?