I have a newly imported Static Mesh. If I look at the Mass in KG property in the BP editor, it reads NaN. When I print its mass, I always get 1. This is breaking the physics as it behaves like a feather in a storm. I have tried the following:
- Increasing the mass scale on the BP with the static mesh to arbitrarily large amounts
- Applied a custom physics material to the static mesh itself with arbitrarily large densities
- overriding the physics material in the BP again with arbitrarily large densities
- At run time, multiplying by 10 the physics material density every frame ([As described in this question about changing the mass at run time][1]).
None of these have any effect on the printed mass of the object and when a force is applied to the object is immediately flies off to infinity.
What step am I missing to stop the mass being not a number. I see in the documentation of the getMass
it interprets mass 0 as mass infinity (NaN) so presumably it is because the mass is 0, but why?
When imported, I have had to scale it up by a factor of 10000, could that be causing problems?
[1]: