Destructible Mesh: Simulate Physics always true

In my project, I have motion controllers that allow the player to pick up objects in the world. I achieve this by attaching the object to the controller using AttachTo, setting Simulate Physics to false while the object is held so the user can move it freely, and restoring it when released. This works fine for StaticMeshes, but I’m having issues with Destructibles. They still seem to be simulating physics when held, even after Simulate Physics is set to false. I added a node directly after my Set node and it turns out that the simulate flag is immediately being set to true.

I suspect that there’s something deeper in the destructible logic that’s responsible, but I haven’t had much luck in finding it. Thanks in advance!

If, when you pick up the mesh it falls out of your hand, have you tried disabling Enable Gravity as well as Simulate Physics- turning them both back on after release?

In the Collision preset of destructible component set the preset to custom and ignore pawn. This will make the object to be pickedup without destructing it.

I’m experiencing this same problem. When a destructible is picked up, it keeps simulating physics “inside” its root component. When I rotate my hand while holding the object, it will move relative to the hand and follow the rotation etc, but will still fall down as well.

I fixed this by unchecking “simulate physics” and “enable gravity” from the editor. Then in BeginPlay() set both of those to true.

This allows you to change simulate physics and enable gravity at runtime! (no idea why we have to do this)