I cant find anything about this online outside of the usual rag-doll issues, and I’ve never encountered this before with my other physics assets.
It seems as though the collisions just want to fly wherever. its super random. Sometimes it’ll fly far away or just rest under the floor, or slightly hover above the floor. And sometimes it’ll ALMOST work normally but jitter a lot.
I suspect it may have something to do when importing the skeleton from blender into unreal. But upon changing some settings (such as unit scale) It still yields the same results.
Another issue is that the collision capsules cant be made smaller with the gizmo, so I have to manually set the scale in the details panel (once again I assume its from issues importing from blender, but after many attempts I cant pin down whats causing it)
Hi there! its kinda hard to tell from this video, but I would first check your scale coming from blender - you need to scale your scene up or down by like 100 I think and apply it, otherwise physics collider for the mesh get really tiny when generated. I think here is a video outlining some stuff like that:
particularly the root scale part.
The other thing you could check if what are your collision settings per collision shape - you need to click and open each collision shape and check their collision settings.
I guess the easiest way to check if your mesh has something wrong at the time of import would be to right click your skeletal mesh asset in content browser, and do create/physics asset. open this brand new physics asset and press simulate - if it behaves correctly it’s some settings in your previous phys asset, if it is wrong, it’s likely import.
oh and you likely know this, but it helps me debugging physics asset problems - when you simulate, you can hold CTRL and then drag desired collision shape around with right mouse button - it allows you to see how that particular shape behaves