Chained physics constraint created at runtime does not work

Summary

  • When you create chained constraints at runtime, only first one works as expected
  • When you create chained constraints in the scene or in premade BP, they work as long as you do not attach that actor to something (effectively changing weld root)
  • When you disable/enable simulate physics at runtime, usually the second constraint breaks
  • When you attach the actor with constrained components to another actor, the constraints break
  • SO basically only components constrained to weld root work, other setups are broken (which makes making basic vehicle with turning wheels dynamically impossible)

Steps to reproduce:

  • Create new Actor BP
  • Add 1st static mesh comp to it
  • Add 2nd static mesh comp to it
  • Add 3rd static mesh comp to it
  • On BeginPlay: Set 2nd and 3rd to simulate physics and dynamically create and setup 2 physics constraints:
    1. from 1st to 2nd
    1. from 2nd to 3rd
  • Watch as the first constraint behaves normally, but the second behaves weirdly: not respecting any set limits or falling apart altogether

I tried everything in BP what I could think of, even spawning ConstraintActors instead of components…Did not work either. Please tell me what I am doing wrong, or is it expected behaviour? I hope not…
Thanks

Hello,

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Thanks