Thanks for the tutorial!
Managed to complete it and implement my own stuff.
Is there any way I can make it so that physics objects “bounce off” from the softbody simulation?
Or the softbody dampens the rigidbody?
Basically how to make it so that the softbofy sim can influence the world physics.
Edit:
Managed to kinda make it work with some hacks, the skeletal mesh has “Per Poly Collision” with collision settings ignoring every channel except a custom channel wich it blocks, and the physics body is essentially 2 (one is on the physics actor channel, other one is on the “blocking” channel.)
Is there a better way to do this in the current version?

