I am struggling to work out how to perform collision for an animated skeletal mesh, and a regular static mesh.
Essentially, I have a animated skeletal mesh, with a physics asset defined, that has collision shapes linked to the bones.
I want to have the static mesh collide with the physics asset boundaries, to trigger physics on the skeleton mesh (turning it into a ragdoll), and then the impact be passed to the skeleton mesh.
I hope that makes sense…
The way I have this at the moment, is to have a cylinder collision surrounding the skeletal mesh.
When the static mesh collides with the cylinder, simulate physics is enabled on the skeleton mesh, and then the static mesh can physically collide and interact with the rag-doll skeleton mesh.
However, this is inaccurate, and unreliable.
Can I only use the physics asset collisions when simulate physics is enabled?