Hello. I made some hair with ponytail and my own custom rig on it. I attach this hair to character by binding it to soket.
Mostly it’s working, but i have problem with physics of this hair. Let me explain all the steps.
After i import my mesh into Ue4 and generate physics asset to it i see this:
It’s mostly OK:
all physic bodies in some … random rotation and locations but i can align all of them by resetting … rotations and locations of bodies like so:
Then i enable collisions here:
And inside of my eqip item function enable physics(it’s big function here is small part of it)
I done some data file with item settings and it have some settings for the iteem physics. So this function will apply that settings.
So here i will set my ponytail to simulate physics with this settings:
this all works.
But!
World Static meshes like floor affects my hair. If i will aplly to my character a ragdoll with this hair on it - character body will start to … jump or even fly.
I WANT to filter static meshes but this not working even if i will manually attach this hair to character mesh without any equipment or other functions. I already tryed this.
It just starts to do crazy stuff on the floor:
Because of this hair. Without ponytail hair it just lies in place, not jumps, not flies.
So my floor is Static. And Ignore World Static Not work. Maybe someone knows how to make it … work?
Here is the code that i am use to apply this all parameters.
I really need it to ignore world statics.
Even if i will do this:
It anyway not working.
it’s not how it is suppose to be. And i don’t know how to fix it(