Physx Constraints in C++

Hello everybody.

I am now trying for two days to get the following scenario working:

Imagine an excavator. He has a shovel attached to his arm. This shovel can swing under great influences of force, but also be rotated manually by the driver of the excavator (angular movement). I want this possibility in my C++ code.
Or maybe another example: A swinging door that closes itself. Once an object passed through the door and opened it, the door rotates back to resting state automatically.

Now my question: How do I implement this in C++?

I created a constraint that locks linear movement and enables limited swing. External force influences work so far, but I can’t make the constrained object move programmatically in a predictable and constant way.

I played around with the following code:



		this->steerElement->getConstrainedComponent()->SetAngularVelocityDrive(true, true);
		this->steerElement->getConstrainedComponent()->SetAngularDriveParams(50000, 100, 100000);
		this->steerElement->getConstrainedComponent()->SetAngularVelocityTarget(rot.Vector() * 50);

But the constraint doesn’t move a single millimeter in any direction, I tried it with different values etc and I can guarantee that ‘rot’ is initialized. However, when I call to break the constraint, it works, so I am adressing the right constraint. But it isn’t reacting to any kind of motor. Or am I misunderstanding something? Unfortunaly there is absolutely no documentation about constraints in C++.
When I setup the same scenario in Blueprints, it works. (And no, moving to blueprints is not an option)

I would be really thankful if someone could help me out.

Thanks for your very quick answer. I will check that out. All axis are limited already, however.

The strange thing is that the editor just accepts my C++ calls and updated the values in the details-section when I select the constraint after ejecting. When I recreate the exact same settings in a BP, it works…