When you sale down bone in skel mesh that have physical asset you will see that collision from this bone won’t be scaled.
What I’m trying to do is to destroy body parts. And it’s funny when you blow up head you can still shoot at it
Answerhub post: [BUG]Why after scaling down bone collision is still there? - World Creation - Unreal Engine Forums
There is a node Hide Bone - which is scaling it down and there’s ENUM for collision update. It isn’t implemented in C++.
Normal behaviour should be:
- When scaling bone down in animation blueprint or using Hide Bone node collision from phys asset should be scaled as well. (as in UDK)
Repro:
- You can use Shooter Game Example phys asset for this.
- Scale down some bone in animation blueprint,
- See that collisions from this bone are still there,