SkeletalMesh deformation + physics problem

Hello everyone!

I have a problem with one of my asset, a parkmeter. It’s a physics asset with one bone on middle of the pole so when my car hit him with slow speed, the mesh is deformed. BUT, instead of proper deformation, the deformed section keep a velocity and slowly continue to deform (the mesh is stretch)

I just want a pole who is deformed if a car hit him slowly (but stay in position) and deformed + moved (depend on speed) if a car hit him with speed… but now i only have the second part :sweat_smile:

i don’t create the BP but the one who did it use the node “WakeAllRigidBodies” and “SetConstraintMode” (and some calculus to have the vector lenght of velocity so just a car with speed + mass can deform or move the pole)

Thank you