Procedural Meshes - Simulate physics?

Hi, I’ve a bunch of meshes suspended in the air (created through the procedural method approach).

Okay, I’d love for them to just fall down when playing. Is that not possible?
Would I need to incorporate Blueprints to get this done?

Thanks

can you not just do:

ProceduralMeshref->SetSimulatePhysics(true);

Keep in mind you may also need to set collision channels to something the physics in the engine will actually simulate. I will add that working with the physics defaults is a little easier when the thing in question is not an instanced procedural.

Thank you for replying. Alas, that’s all French to me.
I’m blueprint dumb.

I’m confused, are you asking for the cpp implementation or bp? Above is cpp.

LOL, C++ ?
Even worse.

Gotcha, give me two seconds to mimic what you are doing

Can you send a screenshot of where the meshes are created?

Here it is. Sorry for the delay.

It’s all those golden eggs up there.

Using 5.2 btw.

What is creating all of them? Can you show me the details of that?

Using the PCG plugin

So instead of doing the static mesh spawner you should create your own BP for these meshes. Use Spawn Actor node in place of StaticMeshSpawner. In the BP actor you create add the static mesh as the root component and set it to simulate physics in the details panel.

Okay, I created the blueprint based off the mesh. Set it to simulate Physics.

Brought in the Spawn Actor in lieu of the StateMeshSpawner

But how do I make the connection? The Spawn Actor only allows me to pick the originating mesh and not the BP.

You should be able to pick the blueprint at the top of the details panel when it is selected.