Summary
Metahuman physics asset reverting to default state upon compiling BP or entering PIE.
What Type of Bug are you experiencing?
Simulation
Steps to Reproduce
- Assemble a metahuman with long hairstyle, so the hair collision will be visible, and drop the resulting metahuman in the level;
- Open the metahuman PHYS_face physics asset(you can make a copy and point to it so it’s in ‘/Game’ if you’d like to be thorough, but it doesn’t matter);
- In the Skeleton Tree on the left side, select ‘head’;
- In the Details tab on the right side, under ‘Body setup’-> ‘Primitives’ you’ll find the capsules and spheres that are ‘describing’ the collision shape for the head;
- Under ‘spheres’, index 4 and 5 are R and L ears, pick any or both and set ‘Collision enabled’ parameter to ‘Collision enabled’;
- Move the sphere in a way that let’s you see how the collision is affecting the hair in the level viewport;
- Save the PHYS_face physics asset;
- Compile the BP or enter PIE;
Expected Result
I expected the tweaks of the PHYS_face asset to have an effect, resulting in working collision with the way I’ve setup the collision shapes.
Observed Result
It’s as if the PHYS_face reverts to default state, however the tweaks seem to be saved successfully. If I try to tweak the shapes further, I can see the effects live in the level viewport, until I compile or enter PIE, that’s when it breaks.
Affects Versions
5.8
Platform(s)
Windows