"Set All Bodies Below Simulate Physics" ignores physical constraints

  1. Create new “third person” project;
  2. Duplicate “SK_Mannequin_PhysicsAsset” to a “SK_Mannequin_PhysicsAsset2”;
  3. Make all bodies there Simulated above “Spine_01” bone and rest bodies - Kinematic;
  4. Put SK_Mannequin skeletal mesh on scene and override Physics Asset on “SK_Mannequin_PhysicsAsset2”
  5. Put “Set All Bodies Below Simulate Physics” function in ThirdPersonCharacter Blueprint, after Event Begin Play. Assign bone name “Spine_01” to any variable and connect it to “Set All Bodies Below Simulate Physics”. Link Mesh and set “New simulation” to true. See a picture.

  1. Get weird result - Physical body ignores any constraints set in PhAT.

Left character on the picture simulated correctly. All bones do not exceeded their constraints. It is how it was set up in PhAT. Right character - is the result of work “Set All Bodies Below Simulate Physics”. As you see - completely ignores all physics.

My bad. I fixed that by setting SkeletalMesh collisions. It should collide with self and has Physical collision. Sorry.