Animation Sharing Plugin Removes Collision

I set up the new Animation Sharing system and have it working. However, the skeletal meshes that are now using the system now have their collision removed and I’m not sure why. I have dug into the source code and I can’t find the reasoning.

For example, I have an enemy. Normally, I can shoot the enemy mesh’s limbs. With Animation Sharing enabled, the mesh no longer has collision and can’t be shot.

This is stated nowhere in the documentation nor does it quite make sense based on my understanding of how the system works. Is this a bug or intentional?


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I have the exact same issue. All collision is disabled on the skeletal mesh when Animation Sharing is applied to it.

Hello, I am glad to find your reply about Animation Sharing Plugin.
Now I also get trouble about using this Plugin.
I try use documentation, but can’t get needed result. Can you give me some help?

I don’t know where can i create rules for playing animation (for example, transition between walk and run). It doesn’t provide something like animation state machine in traditional Animation Blueprint. In particular,the TransitionAnimBP doesn’t have AnimGraph, it only has EventGraph.

Also, I don’t know how the stateProcessor work, I can’t understand the override way of the function “Process Actor State” in docs.

I have tried to read the C++ source code of the sharing plugin, but i haven’t got useful information to make it work fine up to now.
I am a C++ programmer in the past and new to UE4 .

We also posted a question here:

Look forward to your reply, May you have a nice day~


Hello there,

I’ve being working with the animation sharing for the last week and think I might have found a solution to your issue, or at least something that will push you in the right direction.

I also have the same problem. I can’t shoot the enemy which uses Animation Sharing. Are they any solution or trick? It’s weird to have this type of unfinished or untested plugins.

One year and still no answers, and the documentation is still as it was several versions ago. Ugh.

Use capsule instead.

If you still need localized hits (headshots and such), there is another trick you can use.

You can add primitive collision shapes to the Character (or Pawn) that is using Animation Sharing, as child of the Skeleton Mesh, and attach them using Sockets to any bone.

You are adding extra collision shapes into the simulation. If you can:

  1. Set the collision type to “Query Only”
  2. Set the collision Responses only for the channels in which damage will be coming from

This is an example how I setup the Collision Response, take it as guidelines, not as a must

The result is a Character with Animation Sharing, and some Hurtboxes that follow the bones :grin: