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How to scale a physics enabled component?

I'm trying to scale a physics enabled component (BoxComponent) at runtime. A child StaticMeshComponent is scaled and rendered correctly. However, the physics body of the root (box) component doesn't seem to be updated. I was able to work around this issue by disabling and reenabling physics on this component, but I wonder if there is a less hacky solution.

 CurrentBuilding->CollisionComponent->SetSimulatePhysics(false);
 FVector Scale = FVector(1, 1, 2);
 CurrentBuilding->CollisionComponent->SetRelativeScale3D(Scale);
 CurrentBuilding->CollisionComponent->SetSimulatePhysics(true);
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asked Jan 19 '15 at 04:28 PM in C++ Programming

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Bajee
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