I have a modular body setup using the Leader Pose Component.
All skeletal meshes are parented to the head, which has a full body physics asset.
Now I attached another skeletal mesh to a socket.
It uses a completely different skeleton and the physics asset has bones set to simulating with a new animBP that uses the rigid body node.
It’s working properly, but it’s not colliding with the main body.
I tried setting “collide with attached children” with no success.
Is there a way to let an attached skeletal mesh collide with their parents physic asset?
Any lead would be very appreciated.
Actually managed to get it work, I’m not sure what the problem actually was, but maybe setting the object type to “PhysicsBody” was the issue. Followed this video https://www.youtube.com/watch?v=T5pCaj0trAQ and it suddenly worked. This time I used a custom object type though. Otherwise the steps above should work.
Have a physics assets for your character mesh (parent of all bodyparts) as well as one for the mesh you want to attach
In the physics asset of the object you want to attach, set the shapes to simulate and the top parent to default (as anchor)
Attach it to a socket of the main mesh
Set the collision for the capsule component to “IgnoreOnlyPawn”
Set the parent mesh object type to X and make sure it blocks Y
Set the attached mesh object type to Y and collide with X