Hi, so I have been at this for a while now and I just can not seem to comprehend the issue here.
So let me explain my situation. Currently I am trying to implement a feature, where when player’s HP hits 0 there player character gets destroyed and a carcass actor is spawned at the same location with the same mesh. Here the BP_DinoBase is blueprint for player characters and BP_DinoCarcass is the actor blueprint responsible for spawning the said ragdoll mesh.
Initialize Carcass(Custom event)
It inputs incoming mesh (skeletal mesh asset), incoming scale (vector transform) and a float value for remainging food and max food.
Now inside BP_DinoBase, I stop all the active functions which are doing maths while the player is alive and follow it up with set collision enabled node with no collision for both the player mesh and capsule component, then I do spawn actor by class (BP_DinoCarcass), spawn transform I get via mesh → get world transform, and collision handling override is always spawn, ignore collisions.
Then I call the custom function here “Initialize Carcass” populate its inputs with respective data and then unpossess and destroy actor for player itself. Technically destroying the player actor and leaving a husk to be fed upon.
I have tested the physics asset and built it from scratch as well it simulates well in the editor.
In editor if just simulating the mesh itself without blueprints then it also works fine. I have also reduced the scale to test it out still it works fine.
Now when I do the same however with simulate physics node.
I have already went through all the questions on reddit and the forums however I could not find any resource to replicate this issue any suggestion would help.
Thanks!


