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Overriding Center of Mass

I'm having trouble overriding the generated center of mass for a character mesh. Here's the code I'm calling in my Pawn class:

 this->MeshComponent->BodyInstance.COMNudge = this->CenterOfMassOffset;

I've also tried using this incase "Mesh->BodyInstance" is read-only or something...

 FBodyInstance* BodyInst = this->MeshComponent->GetBodyInstance();

However, I'm not seeing any change. Is there another way to change the center or am I just doing something stupid?

FYI, "MeshComponent" is a USkeletalMeshComponent.

Thanks, Andrew

Product Version: UE 4.8
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asked Sep 06 '15 at 02:42 AM in C++ Programming

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avatar image AtGleeson Sep 25 '15 at 09:01 AM

What's the bumping procedure for posts? This one has actually gone unanswered so long I had forgotten about it until now...

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