On my body mesh I want to simulate physics and when I do, head gets a weird offset, the only fix I have found so far is “Set Mast Pose Component” but that really is not a good fix since I want still to have animation on my head. So right now I have to choose between physics on body and no animation on head or vice verse.
Something else I found while searching for this problem is “Copy Pose From Mesh” but for me that does not to seem have any impact on the head.
I uploaded a video demonstration my problem I will also put in some pictures. Any one have any tips of what I could try would be very appreciated, thanks.
Okay so I found the solution to my problem, it seems for now at least until someone proves me wrong. A master skeleton cannot have simulate physics activated, no matter what part you simulate as long as you want to have active animation of one of the child skeletons.
All children skeleton will have some type of delay when animation is played on master skeleton. My solution for metahuman is to move base mesh on master skeleton to one of the children and hide master mesh. Works fine now, a bit unnecessary extra skeleton to render.
If it’s just the body that should simulate physics, you can either set the tick group of the face and other child meshes to ‘Post physics’ or use this node:
Add Tick Prerequisite Component
However if parts of your child meshes shall also simulate physics I havent figured out how to get rid of the lag yet
I got physics working on the Metahuman body.
You have to change two things.
Set collision in Body skeletal mesh in Metahuman BP to Physics Only.
Then to fix the gap between head and body, go to Face and set Tick Group to Post Physics.
Thanks! Your solution worked.
Except the body’s CollisionEnabled type
I had colision set up on my custom MH’s boobs and arms
For them to work, had to set it to Query and Physics