# Ragdoll physics don't work with mirrored skeletal mesh

**URL:** <https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153>\
**Category:** World Creation\
**Tags:** mirror, unreal-engine, scale, Physics, bug-report, skeletalmesh, question\
**Created:** [November 20, 2015, 4:04pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153 "2015-11-20T16:04:25Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Davision](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Davision](https://forums.unrealengine.com/u/Davision)\
**Post date:** [November 20, 2015, 4:04pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/1 "2015-11-20T16:04:25Z")

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Not sure if this is a bug or if it is not allowed to mirror a skeletal mesh. If I mirror a skeletal mesh and I activate ragdoll physics on it it goes crazy. This also happens when I mirror a parent component instead or the actor.

Is there an other way that allows me to mirror it? If I make a mirrored skeletal mesh in 3ds max do I have to create physic asset, etc. again for it?

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**Author:** ![anonymous\_user\_bcdd396d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bcdd396d](https://forums.unrealengine.com/u/anonymous_user_bcdd396d)\
**Post date:** [November 30, 2015, 6:47pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/2 "2015-11-30T18:47:02Z")

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Hi Davision,

Please explain what you mean when you say you mirror a skeletal mesh… Do you mean within the 3D graphics program where you mirror, for instance, the left side of your skeleton to/from the right side? Please answer this and provide detailed repro steps for mirroring a parent component.

Thanks,

.

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**Author:** ![Davision](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Davision](https://forums.unrealengine.com/u/Davision)\
**Post date:** [December 1, 2015, 1:46pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/3 "2015-12-01T13:46:18Z")

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In editor you can do right click on a skeletal mesh then you can select transform and then select mirror X which will just set the X scale to \*-1, so like x 2 becomes x-2 scale. This is what I did. When using ragdoll physics on any skeletal mesh that has a scale with “-”, so a mirrored skeletal mesh the ragdoll physics will not work and just go crazy.

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**Author:** ![anonymous\_user\_bcdd396d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bcdd396d](https://forums.unrealengine.com/u/anonymous_user_bcdd396d)\
**Post date:** [December 1, 2015, 10:08pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/4 "2015-12-01T22:08:33Z")

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With your clarification, I was able to reproduce the way the physics affects the skeletal mesh when mirrored vs when it is not mirrored and have entered the following bug report: JIRA [UE-24002]. Should this issue be addressed in a future release of the engine, we will notify you and the Answerhub community with an update to this post.

Thanks for helping to improve Unreal 4!

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**Author:** ![HEGI](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hegi/32/1194664_2.png) [@HEGI](https://forums.unrealengine.com/u/HEGI)\
**Post date:** [April 2, 2017, 10:06pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/5 "2017-04-02T22:06:32Z")

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This has not been fixed in UE 4.15 , are there any news on this ?

Here is a picture from the UE4 VR template, using the character hands. The hand on the right is mirrored with 1, -1, 1 and it clearly shows bones getting flipped on the physics asset.

 ![132589-vrhands.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/1/3/a13602fad6f98d2862a0089341fef723046c60dc.jpeg)

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**Author:** ![anonymous\_user\_bcdd396d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bcdd396d](https://forums.unrealengine.com/u/anonymous_user_bcdd396d)\
**Post date:** [April 10, 2017, 2:37pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/6 "2017-04-10T14:37:08Z")

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This particular bug, UE-24002, has been marked as “Won’t Fix.” However, the feature request for Animation Mirroring, UEAP-41, is still listed as “TO DO” for a future release of the engine. At that time, this issue will likely be resolved in the course of implementing this feature. If not, we will reopen this ticket.

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**Author:** ![HEGI](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hegi/32/1194664_2.png) [@HEGI](https://forums.unrealengine.com/u/HEGI)\
**Post date:** [April 10, 2017, 3:02pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/7 "2017-04-10T15:02:55Z")

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Thanks for the update!

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**Author:** ![Davision](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Davision](https://forums.unrealengine.com/u/Davision)\
**Post date:** [April 10, 2017, 3:10pm UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/8 "2017-04-10T15:10:39Z")

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So that means in the case of VR hands that should use physics you need import 2 versions (mirrored and not mirrored) then setup 2 physics assets, then make 2 animations blueprints. How does does animation mirroring help in this case?

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**Author:** ![Jonas\_Molgaard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jonas\_Molgaard](https://forums.unrealengine.com/u/Jonas_Molgaard)\
**Post date:** [May 9, 2017, 10:20am UTC](https://forums.unrealengine.com/t/ragdoll-physics-dont-work-with-mirrored-skeletal-mesh/339153/9 "2017-05-09T10:20:08Z")

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I think it suxx that UD-24002 won’t be fixed. This is imo quite a bad move, since it will require you to have 2 animation blueprints and thus have to maintain the same code two places. One for each hand.
