I am having that idea of combining skeletal meshes with a flex actor. For example just the belly of a character. I’d like to do so by having the belly as a seperate mesh attached to the body. The problem is, that the rims, where belly and body join each other, wont attach to the body, even though I enabled ‘attach to rigids’ and placed some boxes where the torso is. They jiggle along with the belly. I looked through the source code to find a a way to exclude vertices from the flex skinning process. My initial thought was, since static mesh actors don’t support skinning (vertex groups) to maybe select the vertices which I want to exclude by their vertex color. But the static mesh class doesn’t have any function to get vertex color, only vertex color data. My C++ knowledge and UE4 source knowledge is quite limited but maybe one of you guys knows where I have to look to make this work.