Can you please help educate me.
[Edit clarification for anyone else: I’m using UE4.27 and UE4 Mann Skel - not ALS; and in Character BP, im using Set Master Pose Component node - for modular Mesh setup.]
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I had a Character BP with the Collision channels of > Capsule and Skeletal mesh, setup and working correctly for > AI hit detection, and Ragdoll body fall on ground when Player dies.
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Then in the same Character BP, I changed the SK Player mesh to a new version, which is a modular mesh setup (Layers of meshes/armor that move with the same animation sync).
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And now Collision channels do not work in the Character BP > SK mesh (after I did step 4).
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Because for Modular to work, I turned off the Physics asset of each SK Mesh part. (I imported the Main Character mesh with a physics asset, but imported the Additional Mesh parts without setting the Physics asset - otherwise it messes up the Modular animation sync.)
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So then in Anim BP, thats where I set my Physics asset (which is used by all the modular mesh parts).
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So Modular-Anim-setup and Physics effects work (on the SK mesh), but when I use this new method to assign the Physics in the Anim BP > the Collision channels in the Character BP > Skel Mesh - seem to get ignored??
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So how do I setup Collision channels on the SK mesh to work, when the Physics asset is assigned in the Anim BP?
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I read something about Physics Material. But I didnt see settings related to which Collision channels to use, like Visibility, Trigger, Pawn, etc (that are shown in a Character BP > Skel mesh > Collision.
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Can someone can tell me the settings to change for #9 solution, or post a link to a short video or guide. Thank you.