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Physics Mass Override.

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

Thanks.

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asked Mar 20 '14 at 05:13 PM in Using UE4

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Skydive
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2 answers: sort voted first

Dear Skydive,

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

Wiki Link

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

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();
 }
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answered Mar 20 '14 at 07:18 PM

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Rama
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avatar image Skydive Mar 20 '14 at 08:13 PM

Wow, Rama! You are phenomenal!

avatar image Rama Mar 20 '14 at 08:32 PM

hee hee!

Rama

avatar image Rama Mar 20 '14 at 08:34 PM
avatar image lcbasu Jul 18 '17 at 03:56 AM

Hi Rama,

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

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

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answered Mar 20 '14 at 05:23 PM

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iLLo
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