# \[Video\] Dynamically Combine Meshes In-game to form new composite Physics Shapes!

**URL:** <https://forums.unrealengine.com/t/video-dynamically-combine-meshes-in-game-to-form-new-composite-physics-shapes/1634>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [April 2, 2014, 6:18am UTC](https://forums.unrealengine.com/t/video-dynamically-combine-meshes-in-game-to-form-new-composite-physics-shapes/1634 "2014-04-02T06:18:31Z")\
**Posts on this page:** 1\
**Showing post:** 14

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**Author:** ![Xender](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xender](https://forums.unrealengine.com/u/Xender)\
**Post date:** [January 5, 2015, 6:39pm UTC](https://forums.unrealengine.com/t/video-dynamically-combine-meshes-in-game-to-form-new-composite-physics-shapes/1634/14 "2015-01-05T18:39:32Z")

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Hello, i try to utilizie your physics constraint tutoria:

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this is effect:  
[https://www.youtube.com/watch?v=oSI8...ature=youtu.be](https://www.youtube.com/watch?v=oSI8...ature=youtu.be)

And I am totaly not know why my constrained blocks are that much flexible and not solid like in your videos

This is how I set limits with your functions:

SetAngularLimits(ConstraintInstance, 2, 2, 2, 0, 0, 0);

SetLinearLimits(ConstraintInstance, false, 2, 2, 2, 100);

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_[View the full topic](https://forums.unrealengine.com/t/video-dynamically-combine-meshes-in-game-to-form-new-composite-physics-shapes/1634)._
