# Possible to change constraints stiffness, damping, breakable during runtime?

**URL:** <https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662>\
**Category:** World Creation\
**Tags:** Constraints, physics-constraint, unreal-engine, constraint, Physics, question, Blueprint\
**Created:** [June 13, 2016, 8:16pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662 "2016-06-13T20:16:40Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![SkeetonYu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SkeetonYu](https://forums.unrealengine.com/u/SkeetonYu)\
**Post date:** [June 13, 2016, 8:16pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/1 "2016-06-13T20:16:40Z")

</div>

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?

---

<div class="post-metadata">

**Author:** ![Arty-McLabin](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/arty-mclabin/32/1012076_2.png) [@Arty-McLabin](https://forums.unrealengine.com/u/Arty-McLabin)\
**Post date:** [December 15, 2018, 5:50pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/2 "2018-12-15T17:50:14Z")

</div>

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)

---

<div class="post-metadata">

**Author:** ![RealityWebTeam](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/realitywebteam/32/719069_2.png) [@RealityWebTeam](https://forums.unrealengine.com/u/RealityWebTeam)\
**Post date:** [March 22, 2022, 12:03pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/3 "2022-03-22T12:03:28Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![Germanium\_diode](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Germanium\_diode](https://forums.unrealengine.com/u/Germanium_diode)\
**Post date:** [July 9, 2022, 9:02pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/4 "2022-07-09T21:02:42Z")

</div>

You are looking for nodes that start with “Set Angular”. you can find nodes with all of those settings.

---

<div class="post-metadata">

**Author:** ![HezK](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HezK](https://forums.unrealengine.com/u/HezK)\
**Post date:** [October 29, 2024, 3:00am UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/5 "2024-10-29T03:00:33Z")

</div>

i need help with this too.

---

<div class="post-metadata">

**Author:** ![RinateZ](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rinatez/32/958943_2.png) [@RinateZ](https://forums.unrealengine.com/u/RinateZ)\
**Post date:** [December 7, 2024, 3:59am UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/6 "2024-12-07T03:59:09Z")

</div>

Bump. Did anyone figure it out? I’m trying to change the stiffness & damping of an object during runtime. Blueprints or c++ doesn’t matter…

---

<div class="post-metadata">

**Author:** ![Pawlkoko1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pawlkoko1](https://forums.unrealengine.com/u/Pawlkoko1)\
**Post date:** [January 17, 2025, 12:40pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/7 "2025-01-17T12:40:04Z")

</div>

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/b/4/bb48111b04d1849b504e47e980f692794d6a6aa1.png)  
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)

Hope it helps.

---

<div class="post-metadata">

**Author:** ![MostHost\_LA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mosthost_la/32/907035_2.png) [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Post date:** [January 17, 2025, 10:19pm UTC](https://forums.unrealengine.com/t/possible-to-change-constraints-stiffness-damping-breakable-during-runtime/360662/8 "2025-01-17T22:19:53Z")

</div>

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…

> **[Applying a Physical Animation Profile in Unreal Engine | Unreal Engine 5.5...](https://dev.epicgames.com/documentation/en-us/unreal-engine/applying-a-physical-animation-profile-in-unreal-engine)**
>
> This how-to will show you how to apply a Physical Animation Profile to a Skeletal Mesh Component using Blueprints.

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.
