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Changing PhysType at runtime from code/blueprints

Hi, I was working on Rope Physics, what we achieved was to attach Actor (player character) to rope actor's socket/bone, the pawn climbs the rope holding on each bone of the rope, how ever even after increasing the mass of rope bones and entire rope the, rope swings a lot with the character putting the character in-space spin kinda motion. If we can set the physics type of the bone of the rope pawn is holding to Kinematic and rest of the bones down and up to simulated we can get a good rope physics, but there is no way to change PhysType of a body at runtime from code or blueprint, is there any way to achieve this or unreal is working on this?

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asked Jan 30 '15 at 04:42 AM in C++ Programming

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