You’re printing only 1 element of that array. You sure that’s correct? If you’re thinking you’re adding all of them, you’re not.
I hadn’t hooked it up yet, only 1 component currently. Now hooked up and edited the screenshot but still only printing the mass of the item before the scale changes.
I hadn’t fully hooked it up, was just testing and noticed the mass was wrong. Original post updated with a gif showing an example
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.

