Scene components parent socket seems to be ignored / simulated physics character mesh only returns root bone location for any queried socket

I have a scene component (a widget) that is child to character mesh. I set the parent socket to any bone but no matter what, after simulating physics on the mesh the widget always seems stuck to some mystery bone that is away from the rest of the skeleton (see picture below). Maybe that is the root bone, not sure.

Shown here you can see the widget is child to mesh and the parent socket is one of the spine bones. If I change the parent socket and reset local transform it does snap to the correct location. For instance if i change to Hand bone and reset local xform, it goes to the hand as you’d expect.

I also tried setting widget world transform to socket location on tick but it still stays stuck to this mystery bone after simulating physics.

Do you think this is bug? Something to do with the simulating physics?

What I hope to accomplish is that this widget is centered on the mesh. I can’t use the capsule collider because after simulating physics that can be far away from the mesh.

addtional:
here you can see that even when setting to the head bone location on tick, the widget still stays at the root bone location:

If i use this transform node i get correct behavior:

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All values on a ragdoll are local - so you could compute the value or just get the properly translated value out as you did.

It has to do with the simulation process, basically the skeleton is not where it should be, and the engine has a bit of an hissy fit with that fact.
Similar for kinematic bones and the like.

If your widget was an attached mesh of some sort, it would natively move along.
Like a socketed item would.

But since the widget have their own system to get on screen (unless they are attached to a mesh), then the value you feed into it has to be in world space to prevent issues.

You could test around 0,0,0 to see what actual value the regular node spins up.
It could be Local, it could be Bone related.

Either way…
Its not a bug as much as an “engine feafure” I suppose…

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