Yes, I thought it had fixed - but sadly as soon as I enabled physics simulation it didn’t work - it just fell to ground oddly.
Basically, I have a dinosaur character blueprint, main skeletal mesh is dinosaur. tongue skeletal mesh is a child of dinosaur, which I attach using sockets (either using a physics constraint or construction script “attach to” node) which worked perfectly in 4.2.1.
They both have physics assets.
tongue is set as a physics body and simulated physics is on (as effect I’m going for is a lolling tongue similar to a dog)
If I turn physics off, tongue follows perfectly, as it has attached - but obviously it does not simulate physics.
If I turn physics on, tongue drops to floor.
Thanks for reply, hope that’s enough information to help you reproduce.