Hello! Sorry for the number of posts in the animation category the last few days, I’m finally starting to get somewhere and all the pieces are now finally falling into place.
I am trying to make a PhysicsAsset collide with my character’s skeletalmesh.
Originally it would collide with my character’s capsule component that’s used for general gameplay collisions, but I want this asset to be a lot more accurate as it’s attached to the character and shouldn’t interfere with movement and controls.
I made the PHAT a PhysicsBody object type with custom collisions settings and disabled pawn (which is the category the capsule component is set to) and enabled collision with CharacterMesh, which is the category the skeletal mesh is set to.
Yet the PHAT still just clips through the skeletalmesh of my character. Do you have any suggestions on how to move forward at this point?
I tried enabling per poly collision on both skeletal meshes just in case, but it didn’t solve the issue.