Physics asset stretching problem

Hi :slight_smile:
I want to create a simple physics asset for simple “T like” fbx mesh.
Everything works fine with one side bone, but if i am adding body for the second bone - mesh stretches terribly.
I tried:

  • Tons of physics asset setting, moving constraints, bodies, changing scale, creating new etc.
  • Changing mesh origin program (Blender to 3ds max) - nothing (I am importing and creating skeleton with the mesh).
    Can you help me solve this please?

Solution found: Create 2 connected “root” bones. Physic type of the first set to kinematic, second - to simulated, and lock all angular limits on constraint of the second. Then add “branches”.

I just want you to know that I have been searching for an answer to this issue I have been having and after about 15 hours of working on this one issue alone, I magically stumbled upon this lone thread in the sea of the tumultuous UE4 answer hub. I wish I could shake your hand sir or madaam because your simple solution was all it took.

THAAAAANK YOU <3

Already done! Thanks again, you champion.

You are welcome) Don’t forget to mark answer that helped you, and add link to this solution if you posted about this problem by yourself.