Set Simulate Physics causes mesh deformation

Okay, so I’m not sure exactly what combination of changes fixed the issue, but these three seem most plausible:

  1. Deleted and regenerated the physics
    asset
    a. Right click on the mesh,
    select ‘Create’, then ‘Physics
    Asset’, then ‘Create and Assign’. I
    unticked ‘walk past small bones’,
    but left everything else on default
  2. Modified some of the constraints of the new physics asset to correct
    any glaring problems. I also deleted
    a few capsule colliders that aren’t
    included in the Mannequin physics
    asset, such as ‘clavicle_l’ and
    ‘_r’. I think I may have modified
    one constraint relationship, too,
    but don’t recall which.
  3. Added a ‘Set All Bodies Below Physics Blend Weight’ node after the
    ‘Set All Bodies Below Simulate
    Physics’ node in my Character BP,
    using the same bone reference, and
    with a Physics Blend Weight of 0.5.

As I say, I’m not sure which of these things was the fix, though I would assume it was regenerating and tweaking the physics asset. The mismatch between the in-editor and in-game physics simulation is the strangest thing.

Anyway, I hope that helps someone :slight_smile:

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