Just wondering if this was resolved. I have the HK416 pack and am also having troubles with physics. Basically I tick the simulate button and the engine is splitting the skeleton apart. It bends the rear of the gun and removes the magazine, spawning it beside the gun.
I thought it may be related to animation state or similar, but I cannot put my finger on it.
I enable/disable this bend by ticking the “simulate physics” option on the skeletal mesh. Off, the mesh display fine. On, it falls per enable gravity but as you can see it buckles/bends at the butt of the gun and the magazine is detached. The exact locations vary ever so slightly each time due to the effect of gravity and the gun falling, but I’m sure you get the idea.
Hi, I am a noob to UE4 but I have a basic knowledge of following tutorials SO my problem is there are no tutorials on how to use this in a project? And when I use the blueprint for the TT it aims and holsters works fine but it does not fire and I get a compile error with the Input Action “Fire” node? Any help is appreciated thank you.
We’ve had some requests from folks to separate the bullet from the mesh and we’re happy to share that we’ve updated the TT-33 with a bullet that is its own mesh