# Set actor location and rotation without disabling physics?

**URL:** <https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796>\
**Category:** World Creation\
**Tags:** rotation, position, teleport, unreal-engine, Physics, question\
**Created:** [August 23, 2014, 3:51pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796 "2014-08-23T15:51:18Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![HateDread](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HateDread](https://forums.unrealengine.com/u/HateDread)\
**Post date:** [August 23, 2014, 3:51pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/1 "2014-08-23T15:51:18Z")

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Hey guys,

It seems that it’s impossible to change the location and rotation of an actor whose components are simulating physics. In my case, I have a skeletal mesh component as the root. When I try to alter the location and/or rotation, it will only work if physics simulation is disabled for the mesh component.

This is true even with _SetWorldLocationAndRotationNoPhysics_ on the component, which is described as being a method that does not affect physics, as well as _TeleportTo_ on the actor itself.

Any ideas?

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [August 23, 2014, 5:23pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/2 "2014-08-23T17:23:21Z")

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#PrimitiveComponent

```
/**
	 *	Set the position of all bodies in this component.
	 *	If a SkeletalMeshComponent, the root body will be placed at the desired position, and the same delta is applied to all other bodies.
	 *
	 *	@param	NewPos New position for the body
	 */
	virtual void SetAllPhysicsPosition(FVector NewPos);
	
	/**
	 *	Set the rotation of all bodies in this component.
	 *	If a SkeletalMeshComponent, the root body will be changed to the desired orientation, and the same delta is applied to all other bodies.
	 *
	 *	@param NewRot	New orienatation for the body
	 */
	virtual void SetAllPhysicsRotation(FRotator NewRot);

```

#Usage

```
Mesh->SetAllPhysicsPosition

```

or

```
SkeletalMeshComponent->SetAllPhysicsPosition

```

#:)

Rama

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**Author:** ![\_Epic\_Ori\_Cohen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Ori\_Cohen](https://forums.unrealengine.com/u/_Epic_Ori_Cohen)\
**Post date:** [August 25, 2014, 3:54pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/3 "2014-08-25T15:54:19Z")

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Hi ,

I’m actually working on a fix for this right now and hope to have something for 4.5

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**Author:** ![\_Epic\_Ori\_Cohen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Ori\_Cohen](https://forums.unrealengine.com/u/_Epic_Ori_Cohen)\
**Post date:** [August 25, 2014, 4:10pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/4 "2014-08-25T16:10:25Z")

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I’ve just submitted something for this. It hasn’t been tested by QA yet but it works for me 🙂

Here’s the git link:  
[https://github.com/EpicGames/UnrealEngine/commit/541d2cabd2af95dbaf113057e4919c00c08164af](https://github.com/EpicGames/UnrealEngine/commit/541d2cabd2af95dbaf113057e4919c00c08164af)

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [August 25, 2014, 5:35pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/5 "2014-08-25T17:35:02Z")

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while you are at it Ori dont forget this one!

🙂

**PrimitiveComponent::GetPhysicsLocation()**

[https://github.com/EpicGames/UnrealEngine/pull/281](https://github.com/EpicGames/UnrealEngine/pull/281)

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**Author:** ![Max\_TV\_35](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Max\_TV\_35](https://forums.unrealengine.com/u/Max_TV_35)\
**Post date:** [September 6, 2016, 2:26pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/6 "2016-09-06T14:26:59Z")

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Hey guys… what happened to the implementation of GetPhysicsLocation? The git link above no longer works…  
I am in need of getting the position and rotatien of a physics-enabled object.

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**Author:** ![Achmachmau](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Achmachmau](https://forums.unrealengine.com/u/Achmachmau)\
**Post date:** [September 11, 2019, 12:23pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/7 "2019-09-11T12:23:36Z")

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Rama. i love you!)

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**Author:** ![Nuksey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nuksey](https://forums.unrealengine.com/u/Nuksey)\
**Post date:** [November 14, 2025, 4:21pm UTC](https://forums.unrealengine.com/t/set-actor-location-and-rotation-without-disabling-physics/291796/8 "2025-11-14T16:21:12Z")

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Still works for moving components with simulated physics in 5.6. Can also use set location with `ETeleportType::TeleportPhysics` but `SetAllPhysicsPosition` seems more direct.
