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Physics Constraint - Lock Rotation is World Relative

When setting the 'Lock Rotation' physics constraint on a component that is simulating physics, the X,Y,Z are world relative, and not BP relative, and there doesn't appear to be a way to change that.

For example if I had a pendulum or bell BP where the object can only swing a certain way relative to the BP it would not swing if that BP was placed in the map at a 90 degree angle to the locked rotation.

I've included an asset. Add two copies of the asset to a map, one rotated 90 degrees on the Z axis, and simulate. One should begin to rotate correctly, the other will stay stationary.


Product Version: UE 4.18
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asked Dec 19 '17 at 06:39 PM in Rendering

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You could change the Physics Constraint mode to Custom Plane, but that doesn't sound flexible enough for your use case. Instead, check out the Physics Constraint Component, which should have a lot more options and flexibility for what you need.

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answered Dec 19 '17 at 10:51 PM

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