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On Rigid Body Wake Event?

I'm using the "Put Rigid Body to Sleep" node to have a physics object start asleep but I also want to be able to check when it's waked so I can run more code. There's an "On Component Wake" node but this doesn't fire when the Rigid Body is waked. Is there a way to check to see when the Rigid Body is awake?

Product Version: UE 4.15
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asked Jul 22 '17 at 09:31 PM in Blueprint Scripting

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avatar image TorQueMoD Jul 24 '17 at 07:55 AM

Is there no way to check when a rigid body wakes up?

avatar image TorQueMoD Aug 07 '17 at 07:46 AM

Really? No way to trigger something when I rigid body wakes? That's seriously lame.

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Hey TorQueMoD,

Be sure to check the Generate Wake Events option in the Physics category on your primitive component.

Generate Wake Events

wakeevent.png (17.9 kB)
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answered Oct 14 '17 at 08:02 PM

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avatar image Jin_VE Apr 14 '18 at 10:40 PM

Note for C++ devs: This setting in C++ is MyPrimitiveComponent->BodyInstance.bGenerateWakeEvents.

I couldn't find the info anywhere so I figured I'd pop it in here. And OP you should mark the answer as correct if it worked. I suspect it did.

avatar image Jin_VE Apr 14 '18 at 11:04 PM

Well it's there but it doesn't work... Only setting it in the BP gets the events to fire.

avatar image the_batch Feb 16 '19 at 09:10 PM

Forgive me for bumping an old topic, but I wanted to add my small success story for anyone else battling with enabling this setting in C++:

Setting BodyInstance.bGenerateWakeEvents = true in the class constructor made this setting work for me.

I first tried setting it in BeginPlay(), which — as you warned — didn't work. I was pretty disappointed at first, because I really didn't want to have to toggle the checkbox in each of my Blueprint subclasses. But, once I moved that line to the constructor, all was well.

Hopefully this helps someone else in the future!

avatar image TorQueMoD Apr 15 '18 at 06:42 PM

Thanks Nick! Didn't see your answer because my notification settings were broken. Can't remember why I wanted this ability but it's good to know regardless :)

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