Hi! (I am way too new in UE, so the answer might be very simple). Trying to set up colliders for a physical body animation. In my character Y axis is the main axis of each bone. But I’ve noticed that when I add colliders Unreal uses X axis as the main axis so I am not able to set up Angular limits properly. Here’s the visualization: on the left are the proper Angular limits, looks how I expect them to be. While on the right - is the one I get. If I rotate the constraint the tail starts breaking and randomly moving on its own. Here’s how the simulation looks So how can I fix this?
