Physics Mass Override

Is there any way to change the mass of a physics simulated static mesh?

Thanks.

mass is calculated by the size of the object, in the physics option you can use Mass Scale to change the value.

Dear Skydive,

I’ve posted a tutorial on how you can change physics mass during runtime here!

Wiki Link

A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums!

Code from tutorial:

void AYourStaticMeshActorClass::SetMassScale(const float& NewScale)
{
	if(!StaticMeshComponent) return;
       //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
	FBodyInstance* BodyInst = StaticMeshComponent->GetBodyInstance();
 
	if(!BodyInst) return;
	//~~~~~~~~~~~~~~~~~~~~~~~~
 
	// New Scale 
	BodyInst->MassScale = NewScale;  
 
	// Trigger Update! 
	BodyInst->UpdateMassProperties();
}

Wow, ! You are phenomenal!

hee hee!

#:heart:

#corrected Link

UDN doesnt like my ! :slight_smile:

https://wiki.unrealengine.com/Mass_Scale_of_Physics_Mesh,_Dynamically_Update_During_Runtime!

Hi ,

Can you provide some recommended way to add physics to Actor with Procedural Mesh component which has been spawned in the scene at the runtime?

Thanks