Simulate Physics and scale mesh

Hello! I have a problem, I need to increase the scale of the character in real time with the enabled physics simulation, but this does not work correctly.
Enabled physics simulation:

Disabled. It should look like this:

I am not sure if “physics enabled” and real-time scaling are compatible. I haven’t gotten it to work, not sure if anyone knows how to do that, I’d be interested to know as well. However, I did find a work around for this. I managed to have objects simulate physics and change the scale of the mesh as I please by doing the following.

  1. Object starts out with simulates physics “true”
  2. Just prior to changing the mesh scale, in the actor BP I call a function/custom event that sets physics enabled to “false”
  3. Perform the scaling
  4. Set physics enabled to “true” and no one is the wiser.

That didnt do it for me. After the physics are turned back on the mesh simply snaps back to its faulty state like it was before physics.

Like this: Dropbox - ue4PhysicsScale.PNG - Simplify your life
Its basically the body mesh inside my character actor.
(I cant scale the complete actor btw. for vr related reasons)

How are you setting the scale of your object? Screen shots of your set up would be helpful.

have you guys found a solution ?

@nebula Games Inc, can you explain how you pulled disabling and enabling physics simulation in blueprints? I’m going through nodes trial and error right now and having difficulty. Physics simulation doesn’t seem to turn off.

There is a node “set simulate physics” that you can use to toggle physics on and off for objects

I had the same problem with a tail of my fox. Cause its seems that UE4 lock the Transform, while simulate physics. But i found a workaround. Instead of setting the scale in realtime. First clear all. That no characters/child blueprint are set. Than set the scale and than set the character/ child blueprint. Cause if you set first the scale and than the characters/child blueprint all works. Hope that help you :slight_smile: