Physics Control breaks Runtime-Scaled Mesh

Hey there,

I am using Physics Control for Hit Reactions as seen in the Content Examples.
My problem is that I give every character’s mesh a random scale from stream after spawning, and the ragdoll gets squashed together as soon as activated (as seen in the image).

That does not happen when giving the mesh a fixed scale value before playing, or when doing in the construction script. However, the scale needs to be random and replicated over the network, so I need to set the scale during runtime.

It can be easily reproduced by just going to the Hit Reactions Manny in the Content Examples and SetRelativeScale3D or SetWorldScale3D to 2 on BeginPlay.

I wonder what is different when setting the scale during runtime so physics control can’t handle it? Can I somehow force an Update so it works just like a pre-scaled component?


The forums kinda suck, as does the documentation, for any kind of good help with ragdolls.

I also ran into this problem.
For me I was able to fix it by first setting the scale of the pawn, then creating a new pawn with the new scale (I set this in the construction blueprint) then enable physics on the new pawn inside of begin play.

I really hope there is a better way to do this, or that one gets made if one does not exist yet.
Hope this helps.

we fixed it by creating this function:

and using it in blueprint after setting the scale:

it also needs to be called after changing the mesh