Poseable Mesh ignoring Line Trace

I had developed my AIs to ragdoll then when settled be replaced by poseable meshes in a separate “Corpse” actor class. This works fine but I had to use a separate static mesh on the actor to return a line trace for looting the corpse. I did this a year ago and today decided to try and get rid of the extra mesh.

I can’t get a poseable mesh to ever block a Line Trace channel. Is the poseable mesh not participating in physics trace responses? It is specifically a UPoseableMeshComponent. If I overlay it with a UStaticMesh, the traces work fine.

I put UE5 on this but I think the reason I hacked it originally with a separate invisible cube, was to get around this on 4.2x.

Any thoughts???

Read a post from 2014 saying that physics can’t be supported on UPoseableMeshComponent so I’m guessing line traces won’t work either. If someone knows otherwise, please let me know. A poseable mesh that could return hits would be so valuable.

Hey there @eagletree! You’d already figured it out! A poseable mesh can’t receive traces or collisions out of the box. Generally we use skeletal meshes especially if we need to trace directly to specific limbs and such. I definitely understand not wanting to have a whole SKM running just to be a corpse though!

Thanks very much for the confirmation. I will consider keeping the skeletal mesh component alive. After discussions on the corpse class, no one was happy with a corpse that doesn’t continue to respond to physics while it remains visible (e.g., if an explosion occurs next to the corpse, it should be blown elsewhere) and the Poseable Mesh can’t accommodate that anyway. I’ll need to rethink the ground AI class so it can disassociate as many components as possible leaving only the Skeletal Mesh in a ragdoll state. Just having the skeletal mesh may be fine.

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