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