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Feature Request: Attach and break physicsConstraint components via blueprint

I would love to be able to attach and remove physics objects to physics constraints via blueprint by modifying the "Component Name" values, so dynamically release the current attached object, and attach a new object. This would be great for making physics object be able to "Grab" other physics objects.

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asked Jun 05 '14 at 05:18 AM in Blueprint Scripting

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ShortStuf7
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2 answers: sort voted first

For anyone actually curious as to how I resolved this in my example. I wanted to have a blueprint be able to attach itself to another object in the world, say, on overlap. To achieve this required spawning a PhysicsConstraintACTOR instead of a component. The components apparently require you to have the other object also within the same blueprint, while the actor allows you to connect two separate components from two separate blueprints or actors.

Hopefully this will help someone looking for the same solution I was seeking.

I resolved it using this logic in a custom event, by passing in the object I want to attach, the object I want to attach to, along with the transform of the center point between the two, or in general the hinge point. Given that my game is 2D, I then limit all movement and rotations except the one rotation I wish to allow. Here is a screenshot of my resulting blueprint for this part of my logic:

alt text

grabconstraint.png (138.0 kB)
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answered Jan 23 '15 at 09:31 PM

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ShortStuf7
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I'm assuming that this being such an ancient question means we've resolved this.

For new people, however, this is accomplished by the node "Set Constrained Components" targeted to the physics constraint component you must add to the list. You can also break it in the same fashion.

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answered Jan 23 '15 at 09:31 AM

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Hitpawz
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