Simulate Physics on Skeletal Mesh and Capsule simultaneously

Hi,

Simple Setup: I have a Pawn with a Capsule as root component and a skeletal Mesh as a Child of the Capsule.

**I want to simulate physics on a part of a skeletal Mesh (excluding the root bone) and the Capsule at the same time. ** The problem is, with simulating physics activated on both Components, the physics of the Meshpart stop as soon as the Capsule starts moving. After the Capsule come to a halt, the Physics of the Meshpart kick back in. Is it possible to avoid this “override”-behaviour of the Capsule?

And if not i would be very happy, if someone could point me to the part of the engine code where this happens for a better understanding.

Thank you.

I’m having the same issue aswell and would also like some help. This didn’t happen in 4.4 but now in 4.7, for some reason, if you simualte physics on the capsule and then “simulate physics on all bodies below” on your mesh, it won’t work and only the capsule will simualte physics while the mesh will just stay still and follow the capsule. In 4.4 the mesh would kind of separate from the capsule except the root (since I set the bone index to 1) and then both the capsule and the mesh would turn into a ragdoll separately at the same time.

I’m not sure if there is a right way to do this, but I did get the skeletal mesh interact with physics. Is there a reason you want to simulate physics in both the capsule and the skeletal mesh?

What I did was simulate the skeletal mesh first, and then reattach the capsule component to the location of the skeletal mesh after its physics simulation is done. I had to make sure the collision of skeletal mesh is on so that it does collide with static meshes.