I’m pretty new to UE4 so please excuse anything obvious I’m missing.
I have an object that changes scale via an input. I can see in the outliner that the MassInKg is being calculated accordingly, but when it enters a trigger that gets the mass it doesn’t show correctly.
Scale 1.0:
Scale 0.7:
My test to get the mass always shows the mass at 1.0 scale, BP:
Get Mass Value during execution:
Object mass at the same point in time (via outliner > details):
Example gif showing mass changing on the object details with the debug print of GetMass of the same object when changing the scale up and down:
Am I missing something here? How can I get the correct ‘up to date’ mass of the items within the collision area?
Thanks.