I’m not a game developer yet, I only create characters and sell them on FAB.
My character was rejected and an error was pointed out:
“When we exit the DEMO map we get the following error:
anim_Modular_woman_MF_Run_Fwd.SkeletalMeshComponent0 SK_Modular_woman (bone:foot_l) has to have ‘Simulate Physics’ enabled if you’d like to AddForceAtLocation.
anim_Modular_woman_MF_Run_Fwd.SkeletalMeshComponent0 SK_Modular_woman (bone:foot_r) has to have ‘Simulate Physics’ enabled if you’d like to AddForceAtLocation”
This is far from my first character, I do everything as always, I do not have any similar errors… Everything works fine…
Professionals - please help me figure out - what kind of error is this? Where to look for the problem? How to fix it?
Hello @Agor2012, I’ll try to help you with your question!
Usually, this error message occurs when you use a node that requires the component to simulate physics. In your case, there must be a AddForceAtLocation node with the foot bones as targets being called somewhere.
If you don’t want that to happen, I suggest you search your BPs for that node and remove it, then the error message should go away. If you do want to add a force to the foot bones, you need to turn on Simulate Physics in your mesh component. Just click on it and search for “simulate” in the details panel.
Thanks for the answer - I already searched for the AddForceAtLocation node but couldn’t find it in Blueprints. Maybe there is some quick way to search? which I don’t know about…
As for physics - I enable it as you show - the character for whom I enable it just crashes like in the simulation when setting up the physics asset.
I also noticed that the error occurs when my active character contacts the demo animation as shown in the video
I think the easiest way to search is to press CTRL + F to bring up the Find Results bar, then type the node name in there. It’ll search the whole BP, so it’ll find it even if it’s hidden in an event or function.
If that happens when your character touches the other skeletal mesh, there might be an event inside your player character that tries to add a force when colliding with something else. Let me know if you can find the AddForce node inside the BP.
And yes, if you Simulate Physics in a skeletal mesh, and it has the PhysicsActor collision type and a Physics Asset assigned to it, it’ll ragdoll. Assuming you don’t want that, the best thing to do is to find that AddForce node and remove it, or filter it to not consider skeletal meshes. I hope that helps!