Simulate Physics in details has different results than in Blueprints

I have a room full of objects that I would like to first set the simulation physics active during game play via Blueprints and then start triggering movement with Radial Force Actors. If I Begin Play with Simulate Physics disabled and then enable it with a key press in Blueprints for all of the objects they fall through the floor or the first static mesh below them only to collide with objects much lower. Yet, if I have Simulate Physics enabled in the details panel (before begin play) then they act normally and settle as expected when I play the level, which therefore shows that my collisions are fine and my actors are not overlapping.

Is there a delay when enabling physics simulations in Blueprints before collisions are active?

Hey -

Could you post how you have your blueprint setup? I tried to test this by creating an actor blueprint with a static mesh component. In the event graph I set Simulate Physics to true on a keypress and added an instance of the blueprint to my level. When I pressed the key during PIE the actor fell to the floor and came to a rest. Could you walk me through your setup to make sure I’m following the same steps in my tests?

Cheers

Hi ,
I was doing the effect in the Level blueprint. I tried a simple exmple of triggering it through a class and it worked. It may be an issue with my assets. I will test with those and get back to you.
Thank you very much for your quick assistance.
-Todd

Hi ,
I have created a simple level that demonstrates what I’m seeing. I have Set Simulate Physics tied to the “1” key in the level blueprint. You can see that they fall through the floor. Yet, when I choose “Simulate Physics” in the details panel before starting the level they settle as expected.
https://dl.dropboxusercontent.com/u/707152/UE4_Physics.zip
Let me know if you need any more details. Thank you very much.
-Todd

Hey -

The link you provided only appears to only contain the Content folder from a project. I tested again by adding a blueprint with a static mesh component and setting the static mesh to simulate physics in the level blueprint. Here’s the simple setup I used to test:

This for me caused the static mesh to fall to the floor without passing through it. Can you test the same setup and let me know what results you get. If you are still seeing objects pass through the floor can you post a screenshot of your setup as well as the full project?.

Cheers

My apologies. Here’s a full project with both just static meshes and static meshes inside of class blueprints.
https://dl.dropboxusercontent.com/u/707152/PhysicsTest.zip

After testing your project I noticed that the pivot point for the meshes all seem to be the very bottom of the mesh. If the mesh/collision is created in another program and imported to the editor then this could be caused by the primitive and static mesh not being centered to 0,0,0 before being imported. If this is not the case the another solution you can use would be to open the static mesh editor for any meshes that are having this issue and set “Collision Complexity” to “Use Complex Collision As Simple”. With this set you should be able to set physics during runtime as expected.

EDIT: One of our rendering team members looked at the project and found that the collision is placed in the floor, so when physics are set the first collision box is ignored. This can be solved by moving the pivot down slightly or by shrinking the collision so that when the pivot is on the ground, the collision is not through the ground.