Physics asset always stays at character's starting position

I have a simple enemy AI and it chases around. I put collision in the physics asset to detect the headshot event. When I run my scene, if I shoot at the enemy’s starting point, I get a headshot, so the physics asset always stays at the starting position. I couldn’t figure it out for 2-3 days, please help.

Hey @gamegulf!

Is your enemy a static or a skeletal mesh? Would you mind sharing your blueprints, physics asset, and possibly a screen/video of your problem so we can get a better idea of what you are experiencing?

Any additional specifics you provide may go a long way in solving your problem!

In the video, you can see how when I send a bullet to the character’s starting position, it perceives it as a headshot.



Hey @gamegulf,

How are you controlling your movement? Root motion or something else? In your blueprints, could you add a check and output what your bullet is colliding with? And what does your physics asset itself look like (in the viewport)?

Movement: animation blueprint with 1d blend space (not open root motion tick)
The bullet collides with the blue impact surface material I placed on the physics entity.


I had “Kinematic Bones Update Type” set to “Skip All Bones” when it was supposed to be set to “Skip Simulating Bones”