Physics assets for skeletons are not scaling with the skeletal mesh from 36.00

Summary

Since the latest version 36.00, all of our physics assets are not scaling with the skeletal mesh that is set up to come from an NPC spawner after scaling in a blueprint (as you have to do that to get the NPC definition)

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Import a skeletal mesh, then put it in a blueprint and scale it up something that’ll make a difference, create the physics asset (I don’t know if the order of this makes a dif), then spawn it with an npc spawner that uses a definition file that has this character in it and the collision will be the skeletal meshes’ original scale, not the upscaled one.

Expected Result

This should work as it did one version back and the physics asset should scale with the skeletal mesh because there’s no way to scale a physics asset.

Observed Result

scale of the physics asset should scale with the skeletal mesh in the blueprint

Platform(s)

pc

actually, it’s not quite the case, we have the collision but that collision is no longer accepting damage unless it overlaps the skeleton I think. It’s a super weird problem and can be seen in this map: https://fortnite.gg/island?code=2856-7078-4649 but you have to get to the second boss or the 5th boss…

I think the issue might be that the physics assets are scaling with the blueprint skeleton but the DAMAGE collision is not. So are there two different things happening here?

Ok, so here’s the issue as we see it. The bot on the right is the scaled bot that you fight. It’s 3x. Animations are brought in 3x, everything works. The physics asset is being applied for COLLISION ONLY, but not to take damage. The collision that takes damage is the size of the robot on the left, which is the original skeletal mesh size but we upscaled that in the blueprint for the application in the NPC character def that needs it for the cosmetics modifier.

So, to summarize, what we are seeing is that the physics asset is not registering damage to itself unless the ORIGINAL FBX model overlaps with it and it ignores the actual scale being set in the blueprint which is what is visual in the game.

FORT-920860 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.