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How to update blueprint class position with physics calculations?

So I have a blueprint actor (It's just a cube) that has physics enabled on it's cube component via the checkbox in the blueprint editor.

I want to record the transform of this actor in C++ and add it to a vector list of FTransform (which works just fine if manually moving it via code / blueprint nodes) but the actual cube component itself is the only entity that has it's transform updated via physics.

So initially the actor's position for the blueprint class is set to 0, 0, 10. If I start kicking the cube around, that position never changes but the cube component's position and rotation do change.

How can I apply physics calculations to the blueprint class ? alt text

If for whatever reason this isn't possible, or it's long-winded, how could I grab a component of this blueprint based on the tag for that component in C++? (Since I'll have a bunch of different blueprint actors with varying component names).

I was thinking of storing and accessing the transform of the cube component instead which is why I'm asking the above as an alternative solution.

Product Version: UE 4.9
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asked Mar 02 '16 at 11:11 PM in Using UE4

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Blueberry Bandit
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avatar image Blueberry Bandit Mar 02 '16 at 11:43 PM

Alright, figured out how to achieve this. I just right clicked the mesh from the content browser and created a blueprint from that rather than constructing a blueprint from scratch and then adding the mesh as a component.

I'll leave this open still for anyone who is willing to answer the C++ question I have.

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