I’m trying to build a vehicle with dismemberable parts, based on a previous system I made for insectoid characters, which work fine.
Unreal’s collision creation tools weren’t working with the precision I wanted so I used the “Copy Collision from Static Mesh” method.
I’m encountering this weird bug where all physics bodies snap to the location of the root bone when simulated
The bug doesn’t appear if all the bodies are created using Unreal’s tool:
However, despite all this, the meshes still snap to root bone when simulated in game.
I use this code to simulate all meshes except the root:
If I simulate from the root, then the issue doesn’t happen:
Additionally, when this happens, the collision of the mesh remains in place, though undetectable:
Really confused as to why this is happening. The issue is with the mesh itself because I isolated the mesh into an empty actor and simulated it the same way and the same issue happens.