I just started playing with constraints and so I made a procedural constraint. Now the problem is trying to access and control all of my added physic constraint. I can’t seem to find a node or set its stiffness, damping and breakable(angular/force). I see it in the detail panel but as mention earlier these are procedural constraints.
Is it possible to change added physic constraint stiffness, damping, and enable breakable limits during run-time in blueprints?
bump. did you find a solution without diving into C++?
i would like to know the answer too.
by the way you can at least “SetLinearBreakable” now (4.20 on my side)
I cannot find any way to do it in 4.27.
Is there any way (and guide) to make a bluprint node in C++ so I can edit those values? It seems it would be pretty simple. My projects are in blueprint and I’d like to keep them that way, just add those nodes.
For anyone wondering, the Stiffness and Damping is now called Velocity Strength and Position Strength, it shows on the Set Linear Drive Params node when you hover over them.
You need to attach it to a Accessor, that you can get by “get constraint” node from an Contraint component reference. (as on the screen)
For skeletal meahes, Unless they removed or broke them you should really just be using ragdoll profiles and swapping between the predefinitions you make rather than setting things as a one off via code.
It’s not only best practice, its going to save you from feeling like an id1ot when you can’t figure out why x joint is stiffer than Y after a day of looking at it due to some lost code function that you called in a forgotten one off…
For the other stuff you are kind of stuck to the code, but you can centralize it the same way.
Create a c++ component class, make the function avaliable within the class. Attach the component you created to the object you want to control, then call the component’s function.
Its still a one off, but you can search references to the class to hopefully find the issue on the fly.