Should the Weld Simulated Bodies option (in the AttachToComponent) work between Procedural and Static Meshes?

Any help or background information on this would be great, I can’t seem to find much documentation on this issue. I have an actor with simple Static Mesh component onto which I call AttachToComponent to attach several other actors with their own Static Meshes. This works great. I get one physically simulating body in game made from many actors.

When I try to follow the same procedure, but try to attach a Procedural Mesh to by base Static Mesh, I cannot get it to attach/weld to the parent static mesh. At all. I also tried attaching the actors of my Procedural Mesh to the base, Static Mesh. This didn’t work either.

Should attaching a procedural mesh to a Static Mesh, with Weld Simulated Bodies true, work as intended? If not, is there another option to do this, aside from constraints?

For anyone who ever encounter this issues, it turns out if you try attaching a procedural mesh to a static mesh when the stat mesh is NOT simulating physics, you’ll have loads of problems. The dirty workaround is to enable physics simulation on the static mesh, do the attach operation, then (if needed) set simulation on the static mesh false again.

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