Unreal Engine 5 Physics Nodes in C++ (Blueprint to C++)
Unreal Engine 5 physics nodes map directly to functions on UPrimitiveComponent (the base class of UStaticMeshComponent and USkeletalMeshComponent). When you migrate a Blueprint to C++, nodes like Set Simulate Physics, Add Impulse, Add Force and Set Physics Linear Velocity become one-line method calls on your mesh component.
This category covers the most common rigid-body physics calls you reach for when building gameplay: enabling simulation, applying impulses and continuous forces, setting velocity directly, and triggering explosion-style radial impulses. Every snippet uses the real Chaos physics API exposed through UPrimitiveComponent, with the exact parameter order and flags you need.
5 nodes in this category.
Set Simulate Physics
The Set Simulate Physics node isSetSimulatePhysics(bool) in C++, a UPrimitiveComponent function. Call MyMesh->SetSimulatePhysics(true); to turn the component into a dynamic rigid body.View C++ equivalent →Add Impulse
The Add Impulse node maps toUPrimitiveComponent::AddImpulse. Call MyMesh->AddImpulse(FVector(0,0,50000), NAME_None, false); to apply an instant momentum change to a simulating body.View C++ equivalent →Add Force
The Add Force node isUPrimitiveComponent::AddForce. Call MyMesh->AddForce(FVector(0,0,100000)); each frame to push a simulating body with a continuous force.View C++ equivalent →Set Physics Linear Velocity
The Set Physics Linear Velocity node isUPrimitiveComponent::SetPhysicsLinearVelocity. Call MyMesh->SetPhysicsLinearVelocity(FVector(0,0,500)); to set the body's velocity in cm/s directly.View C++ equivalent →Add Radial Impulse
The Add Radial Impulse node isUPrimitiveComponent::AddRadialImpulse. Call it with an origin, radius, strength and an ERadialImpulseFalloff to push a body outward like an explosion.View C++ equivalent →