Hello! I’m using Unreal for production and have been getting to learn the software more and more the past year. I’ve been able to figure out most issues by myself, but I’m throwing in the towel on this one. Basically, I’m trying to have a tail (and other separate modular meshes) that inherent a parent animation while having their own physics separate from the character.
From my understanding, Set Leader Pose Component doesn’t allow for physics on the child components, so I’m using Copy Pose From Mesh on the tail as it says it’s compatible with Rigid Body. This part does work as the tail does follow the animation when Copy Pose is enabled in my character blueprint, and stays in place when Copy Pose is disabled in my character BP.
However, when I enable the rigid body animation BP on the tail skeletal mesh, the physics are activated but the tail no longer follows the animation, seemingly overriding the Copy Pose From Mesh.
My rigid body chain is about as basic as it can get and I’m sure there’s a lot I’m missing including an incoming Component Pose (what the hell is even that?).
If anyone could help point me in the right direction, I would be very grateful. Thank you!