Gravity isn't working on SkeletalMeshComponent?

Hey guys,

I’ve imported an animated object into Unreal, configured it’s physical asset and made sure ‘Simulate Physics’ was turned on as well as Gravity for that object, but when I hit play it doesn’t fall, just stands still… Its blueprint derive from a C++ class I wrote which has a constructor that looks like this:

AAMonoWheel::AAMonoWheel()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	// Setting the skeletal mesh to be the root.
	mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh"));
	RootComponent = mesh;
	mesh->SetSimulatePhysics(true);
}

Pretty basic stuff, but I just wanted to show I’m also telling it to simulate physics via the constructor.

Any tips on this would be highly appreaciated.

Thanks from now! :slight_smile:

Shot in the dark, is the actor set to awake?