Have you created a Physics Asset for your skeletal mesh yet? Make sure you have done so and also that the skeletal mesh is set to use it under the Physics options in the Detail panel.
Thanks for the reply. I’ve just checked everything there is a physics asset and it is definitely set to be used.
I’ve had a look at the link you posted as well and there’s nothing that jumps out at me.
I’m assuming you are only seeing this with your custom skeletal character. Would you be willing to post a small test project or the .uassets? You can send me a download link by PM over the Forums if you prefer.
Okay, so the skeletal mesh isn’t disappearing. The physics asset is going crazy and it’s being thrown right at play or simulate. Go into the Stickman_Physics asset and press simulate in the PhAT editor; you will see it disappears there as well.
I believe this is caused by the lack of a Root bone on your skeletal asset. The engine requires it in order to properly generate a physics asset. Try adding a Root bone to the character before you import and see if that clears up the issue.
The other option would be to delete all of the physics constraints in the PhAT editor and double-click each bone in the Hierarchy panel to create them manually. That also seems to fix the issue.
antsonthetree, Thanks for your comment! It helped solve a similar problem. I could pick up the BP_PickupCube (from VR) but when I’d release it, it would disappear. It turned out that the cube was initially placed below the kill zone but attached to another (moving) structure, when picking up the cube it would attach to the hand but when the cube was completely detached from everything (at release) it would disappear because it was below the kill zone.
For others: To fix - go to “world settings” → world → “kill z” and set the value below your objects.