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Full Version: Unreal Engine Chaos Physics: Setting Initial State & Anchor
Root » Houdini Engine for Unreal » Unreal Engine Chaos Physics: Setting Initial State & Anchor
gcotrell
I'm working on an HDA to procedurally create destructible assets. How can I automatically set the Initial State To sleeping and the anchored status to "Yes" on random pieces? I've been following this Houdini Chaos Documentation [www.sidefx.com] and successfully set mass.. damage requirements.. cluster levels.. etc.

Currently every time I recook the Houdini Asset and re-play my level, the destructible asset spawns in as active and physicalizes immediately. It needs to only activate once the player shoots or walks into it. To solve this, currently I need to either re-connect an anchor field, or re-set the anchored pieces/set some pieces to sleeping to hold everything in place.
How can I set the sleeping and anchored attributes within my HDA?

Attributes I need to set:


Without Anchoring being set:


With Anchor:
smoschetta
Hello there! Did you ever find an answer to this question? I have the exact same problem at the moment.
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