How to get Collision channels working on Character BP-SK that has Physics asset set in Anim BP?

Yessssss. I’m so happy I got it fixed. Thanks for this confirmation (after I posted my pic showing my settings).

So the solution [to get Mesh Channel hit-detection working when the Mesh also uses a Physics setup in Anim BP] - was 2 things:

  1. In the Master (main body) SK mesh (that I use in the Character BP) > I need to assign a Phat.
    (I had it off based on a paid modular asset that showed me how to assign the Phat in Anim BP > to create movement Physics. And we had the SK mesh with no Phat assigned, or else the Physics body collapsed on Play.)

  2. And to fix the above, in Character BP > Character Mesh (the SK) > I have to make sure Simulate Physics is false.
    (My BP had a bug or error, the setting was grayed out so I could not disable it.)

I fixed this by putting a Node in the Construction Script > ‘Set Simulate Physics’ = False, Input Pin connected to my Player “Mesh.”

Need to uncheck this gray >


By doing this >

Then I had to compile to activate the Node > then manually select the Mesh (Left panel) > go to settings (Right panel) > and now Simulate Physics was ungrayed > and I still had to check it to False.
(So putting the Node in Construct > enabled me to ungray the setting. But putting the Node in Begin play did not work.)

Thanks to @3dRaven for showing me examples of Physics Nodes - to give me the idea to put ‘Set Simulate Physics’ in my code to force it to ungray.
And thanks to @MostHost_LA for providing clarifications for my bug/glitched BP.


Feature 3: Nudge Enemies

I also setup my Character BP collision, so that my Player body can push/nudge AI characters out of the way - instead of AI body blocks me by default.

I used these settings to get it to work:

But the final problem if anyone can please fix:
When the Player Mesh overlaps the AI body mesh - my vertexs (that are Physics enabled) jitter very fast/unnatural, or crush/deform weird.

How and where do I fix this? Is this a Character Movement component - “Depenetration” related setting?
(Depenetration is when UE tries to make 2 meshes stop penetrating each other - and the code/settings for that seems to be in the Movement Component of the Char BP.)

Or is this a Physics Asset > Constraint or Body setting? (I have mine tuned down so Physics are mild. So I dont understand what is causing the extreme mesh deform.)

Note: for Feature 4, I do want the AI hand-swing animation to affect my Physics Bodies - thus I do want some overlap for Feature 3, just not extreme Depenetration. Like the Enemy hand swiping at my hair, or belt packs. I want my Physics Bodies to 70% retain their shape or just wiggle on their bone set in the Phat.

Does anyone have a chart showing what every Phat > Constraint setting does, and translated to values that represent Kilograms or Pound units - for mild reactions (instead of the default extreme Physics reaction)? (E.g. in UE = a Constraint “_” value of #, represents 150 lbs.) I need to know what is making the Physics extreme. Ty