Dear Epic,
I am unable to make skeletal meshes use per poly collision in 4.19 other than the reference pose after upgrading from 4.18.
I have set the per poly collision flag
- in the mesh asset
- In the skeletal mesh component that uses the mesh asset
I have collision in the reference pose, but as soon as I move a bone, the collision is out of sync, it is still reference pose even though the animated position is dfferent.
Is there some extra step now required in 4.19 to animate the collision?
Or is it a bug?
#Repro
Use any skeletal mesh asset
Create an Animation BP and change the position of a bone
Set per poly collision at the mesh asset level and at the skeletal mesh component level.
Ensure you also set it again when you place in the Level Viewport since it wont keep the flag from the BP of the actor, you have to Re-set the flag to true ( Unreal Engine Issues and Bug Tracker (UE-52879) ).
Check out collision in reference pose to make sure it is working at all
Then change animated position of a bone on key press (Level BP, get anim instance, cast to your anim bp, set ptich or something etc) and notice the collision doesn’t match / doesn’t update.
#Engine Code Fix?
Is there an engine code fix I can implement for this?
#
Rama