Collision issue when blending physics + anim blueprint

I want to create some physical animations through controlling the bones of my character through an animation blueprint, and then applying some physics blending.

I set up a physics asset, setting all the bodies’ physics types to simulate. On the character, I enabled collisions on the skeletal mesh component. Then on begin play I set the Physics Blend Weight to 0.5, as it didn’t seem to work by setting the value in the physics asset.

When playing, my character partially clips through the ground, and changes in the animation don’t seem to affect the physics at all. Only when I try setting the physics blend weight to 1.0 naturally collide with the ground.

Curiously, when ejecting, and undoing something in the editor, it’s as if I set the physics blend weight to 1.0 and it goes limp and stops clipping.

I’m stuck on 4.22 because of a plugin that hasn’t been updated yet. Is this a bug that’s been fixed in newer versions? Am I doing something wrong?

I have an idea what my issue is, but no idea how to solve it.

I’m guessing that the reason the animation doesn’t affect the physics is because it’s just blended at the end after collisions have been calculated.

Sort of like
Blend((ResolveCollisions(Character Physics)) , Animation Blueprint Pose)

While what I want to happen is
ResolveCollisions(Blend(Character Physics, Animation Blueprint Pose))

Sounds like you want the PhysicalAnimation component, which basically lets you play an animation, but still collide with the world. I use it to prevent stagger and death animations from crashing through geometry (which often reach out of the pawn capsule)

Here’s a great training video on it. It’s super easy to set up, and the strength of the forces you configure on the physics bodies will drive how much you want the physics to layer on top of the animation. High force means the physics will more accurately follow the animation, lower gives it a little more floppiness.

Thanks, that was it!

I had watched part of the video and thought it was just the same as what I was doing without fixing anything, but it was exactly what I needed!