Hi there - I have a blueprint i’m struggling with where i want to be able to move an object with physics, but not influence others of the same class as it’s being moved. ie. The other physics actors need to be locked/constrained.
I have the constraint working fine - when the actor moving is picked up, the others create a physics constraint component on the static mesh and stay in place.
However I cannot find a way to remove the constraint - destroying the component doesn’t work, trying to reset the component its restraining doesn’t work either. Changing the linear limits to None doesn’t work either.
Any one had similar issue or know of another way to solve? How can you remove a Physics Constraint in place in a Blueprint?
I also have it partially solved by adjusting the lock position & rotation constraints on the mesh itself (ie. no physics constrain component) - but need a few alternative settings for another element I’ve added. is there a way to add custom lock settings without c++?