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Is Simulate Physics Always False

The "Print String" in the attached photo always prints false. This runs every tick.

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I have a simple BP with a collision component as the root of the object. I have selected simulate physics in the details panel and was doing some attachment and detachment stuff which required enabling and disabling physics. I noticed it wasn't acting as if physics was enabled when it should have been. I wrote the above nodes to fire every tick and interestingly it always prints "false".


Product Version: UE 4.14
alwaysfalse.png (136.1 kB)
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asked Jan 12 '18 at 10:54 PM in Blueprint Scripting

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Hey there, i'm not sure but for collision components i don't think simulate physics works.

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answered Jan 14 '18 at 02:47 PM

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avatar image mattr.taylor Jan 14 '18 at 07:48 PM

Maybe... I don't receive any logging/warning/error about simulating physics for a collision component.

Either way, I replaced the root with a Static Mesh Component and the same issue persists. I thought it may be due to attaching and detaching the root component. But even if I set simulate physics true from the beginning and never attach the component I have the same issue.

avatar image mattr.taylor Jan 14 '18 at 08:09 PM

I have isolated the node that causes the problem by removing all the wires and adding execution wires back one at a time. What is weird is that it is executed after the print function (but somehow) effects the "is Simulating Physics" variable before the print is able to get the variable. In the next node not featured in the picture above there is a "Set Collision Enabled" node that was setting the collision sphere to "No Collision". This is a huge issue since if I don't disable collision simulate physics returns true but the character collides with the object which then goes flying (this code is part of pick up and carry feature).

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