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