So I don’t know if this is normal, or If I may be overlooking something but I’ve run into a problem, I have skeletalmesh with a constraint to a static mesh on a specific bone. It works fine, but on run time, I attempt to add another constraint to another skeletalmesh’s bone, for example… a hand_r bone constraint to the other actors hand_r. So I recreated the issue in a new project, and here you’re going to be able to see the different scenarios:
In this first picture I’ve displayed two scenarios, my ragdoll constraint to a static mesh, which works fine… and the same ragdoll’s other hand, constraint to a mesh of an actor which also has a skeletal mesh, Attaching the recently made constraint to the socket I want to use. (See next picture for scenario when I attach the same hand to a skeletalMesh’s bone).
Here is where it gets weird, It’s when I try to Constraint the SkeletalMesh instead of the StaticMesh. Bear with me, I’m not that savy but I would assume this shouldn’t happen since the SetConstrainedComponents function clearly asks for bone parameters, so I would assume it shouldn’t be a problem with collisions, although I’ve also check marked the DisableCollision within the physics constraint.
Here is a look at the BP nodes, only thing that changes is instead of connecting the StaticMesh component in the first picture on the second actor, I connected the SkeletalMeshComponent and supplied the Bone’s name.
As always, Thank you for your time and I hope to hear feedback soon!