How to keep capsule attached to pawn when you simulate physics?

I’m trying to move my pawn with a behavior tree, I wanna make a physics based movement system so I don’t have to animate everything and instead dynamically move players skeleton with correct physics.

When I enable physics on my pawns skeleton mesh it causes the capsule to detach so he no longer moves with it. If II show collisions I can see the behavior tree just moving the collision like how it’s supposed to. My mesh just doesn’t follow along. I’m attempting to attach the skeleton back to the root component after physics is simulated but it doesn’t reattach.

How to simulate physics and keep capsule and skeleton joined?

Any help appreciated, thanks

Hi! If you want to use both Physics and Animation on Sekeltal Mesh you should configure Physics not on Capsule, but on Skeletal Mesh itself with PhAT(PhAT: Overview | 01 | v4.2 Tutorial Series | Unreal Engine - YouTube). PhAT has special weights for each bone, defining how much physics and how much animation parts will be included in that bone movement. As for Capsule and Skeletal Mesh relative posistions - if you enable Physics on Skeletal Mesh, then its position will be calculated under physics, so no relative transform will be important anymore for Mesh. One opportunity maybe - to create fictive Physics constraint, but I am not sure…

Yeah I’m using phat, but I still need my mesh to move with it’s behavior tree and the pawn bp has an inherited capsule that can’t be deleted.

I think it will be very hard to implement with default engine ACharacter class. Even if you create that, there will be many difficulties, because default class is created in much differ manner. Perhaps it will be better to create custom C++ class.