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AddForce in TickComponent won't work

Hey guys, I have again a big problem. I wanted to implement a new gravity system for all physical objects... so far as I know are there FBodyInstance and UPrimitiveComponent. I do change some Engine Source code for a better implementation of this. Because that FBodyInstance has no way to interact with the UWorld where all objects with mass are stored, to calculate the local mass of an FBodyInstance, so I use UPrimitiveComponent to add the gravity force every Tick, but this doesn't work, also adding any velocity doesn't do anything!

I use this added function to add the force (the debugger said the runtime comes to that point):

 void UPrimitiveComponent::TickComponent(float deltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) {
     this->AddForce(FVector(1000, 0, 0) * 1000, NAME_None, true);
     USceneComponent::TickComponent(deltaTime, TickType, ThisTickFunction);
 }

And I added this to the constructor:

 PrimaryComponentTick.bCanEverTick = true;
 PrimaryComponentTick.SetTickFunctionEnable(true);
 PrimaryComponentTick.EndTickGroup = ETickingGroup::TG_PrePhysics;
 PrimaryComponentTick.Target = this;

have i done somethign wrong? And how can I fix that?

Product Version: UE 4.21
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asked Dec 30 '18 at 11:42 PM in C++ Programming

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Panakotta00
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