I’ve spotted a bug in the “Get Children Components” function of a root scene component. As you can see in the following image, the array of children does not contain all the scene component’s children. The static mesh component is clearly missing, only if “Simulate Physics” is on.
As far as a workaround goes, you could try something like the picture below. I’m not sure how your setup is working, so it may not work in your case, but what I did was basically set the reference first and then set simulate physics to true. That way I already had a stored reference to the mesh. Hopefully that’ll work for you, but if not, I was unable to determine another way to work around it at this time.
Some of it may not be necessary depending on how many components you expect to be contained in the array (such as the check to see if it actually is the static mesh we’re looking for), but it may work in your case.
Thank you for your report and let me know if you have any further questions.
At first, I thought your workaround could do it, but in our case, we need to flip flop the physics simulation on multiple objects that have multiple (number unknown) static mesh with physics on/off. So it is necessary to be able to see the static mesh comps that have physics on. What I could do with your idea, though, is create a reference array on construct, and fill it with the static mesh comps, and enable physics simulation afterward.
For now I’ll wait, but if it takes too much time, the workaround should work fine.
Thanks for your help, you have a great day too!
[Update]
It seems like it was designed that way. Oh well. I’ll have to work with the workaround.