How to force actor's Components to simulate physics?

i have an actor with components attached to the mesh, i wish to set them all to simulate physics (welded), but SetSimulatePhysics only sets the root mesh, keeping the components kinematic. how can i force them all to simulate? ( without stuff like manually setting each component physics )

There is a set simulate physics for primitive components. you can use that node and plug a reference in for each component you want to simulate physics.

as i have mentioned in the question, manually setting each one isn’t an option. that’s because i don’t have references for all the components at build-time.

your spawning or adding them at some point right? when they are created you will have a reference to them. other wise you can either have the root component set to simulate physics then attach them to the root or have whatever your spawning as its own bp and have that set to simulate physics. Or how about get overlapping components.
Also you cant have something in your world that you cant reference somehow.

they are being added during gameplay.

i could of course save the references in an array, but i think it would be a waste of space, because they are already connected to the actor as components, and there should be a way of referencing them that i am not aware of. (ofc you can reference the constructor-time components, but that’s not the case here)

maybe you already tried this approach… but did you consider Get Child Components on your Root (or other component) which would give you an array?

It solves the problem :]

Thanks.

i don’t know why, but last year, when i have made this question, i didn’t find or have this option, only manual references to each individual component.