I am trying to create a character with a couple of tentacles or tubes that are supposed to be animated by a physics simulation. As soon as there is more than one of them I’m having trouble though.
I have simplified the model to reduce the number of things that could go wrong and used the default tool to create all bodies and their constraints.
If I select a single “tentacle” and start “simulate selected” it works as expected - no matter which tentacle I select. It also works fine if I set base1 to “default” physics instead of kinematic. But if base1 is kinematic and I start the full simulation two of the three tentacles are instantly moved to the root of their parents (base1) bone.
The behavior is the same when applied to a skeletal mesh component in a pawn as in Applying a Physical Animation Profile in Unreal Engine | Unreal Engine 5.3 Documentation .
Any ideas how I can fix this?