Status
None
Multi-body simulation lets one mesh_component carry several independently simulated mesh parts, so an animated assembly collides and reacts as a single physically interactive object.
A mesh_component exposes multiple addressable mesh parts, each with its own collision, materials, and physics behavior. Mesh parts can be backed by skeletal meshes with bone- and socket-level interaction and hit reporting, authored and validated against skeletal mesh assets in the Unreal Editor. Mesh part physics state feeds into the animation pipeline with deterministic update ordering, and Verse APIs manage the state of a part between dynamic and kinematic bodies.