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;
this->MeshComponent->BodyInstance.UpdateMassProperties();
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