Does simulate physics object over-ride constrained to plane?

Does setting the Simulate Physics option for a component over-ride a Projectile Movement Component within the same blueprint?

I have a blueprint with a Projectile Movement Component as a Static Mesh that is set to Simulate Physics. The Projectile Movement Component has Constrain To Plane Normal with Z set to 1.0 (the others set to 0.0); this should constrain the object to the X and Y planes. The rebound of the static mesh is causing the Z value to increase or decrease which should not happen. I can only see this visually from the gameplay as the co-ords of the actor in the PIE do not represent the location of the actor; which would be good to be able to determine.

Any possible answer on to the above question?

I think it’s actually the other way around from my tests. Within my blueprint, if I have the mesh set to Simulate Physics, and constrained to a plane, the projectile won’t move when spawned. Once Simulate Physics is unchecked, it works fine (or constraints are reset, of course).

(didn’t mean to post this as an answer, necessarily :wink: )