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Chained physics constraint created at runtime does not work


  • 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

  • 2) 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

Product Version: UE 4.14
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asked Jan 19 '18 at 02:52 PM in Bug Reports

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avatar image Sean L ♦♦ STAFF Jan 19 '18 at 07:17 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



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