How to set In-Game Bounds in Physics Asset?

Hello everyone,

I added physics to a character’s tail and now the in-game bound of the mesh includes the tail only, ignoring the rest of the character mesh.

If I turn the bounds visualization on in the Mesh viewport, the engine kindly warns me that “You need to setup bounds in Physics Asset to include whole mesh”, but I can’t find any option to do that in the Physics Asset editor.

The only option I’ve found there is the “Consider for Bound” setting in Body Setup section, but it’s not the right setting.

What am I missing?

Thank you for any help!

Any ideas on the topic?

I finally found a solution for my problem: in the Physics Asset, I added a Box shape to some peripheral bones and resized it so that the mesh bounding box would stretch to accomodate them.

This way the resulting mesh bounding box is back to approximately the origina no-physics-enabled mesh.

I hope to be helpful to someone else :slight_smile: