Hello there,
I have this skeleton that plays an lying animation. In the character blueprint I use the nodes like in the picture to simulate physics.
Once physics starts to simulate, the skeleton immediately “explodes”. Is it possible that the mesh doesn’t move until I have applied any forces or impulses to it?
I also tried different SetSimulatePhysics-node and tweaked around. But it never happens that the mesh stays still when phyiscs starts to simulate.
The collision of the skeletal mesh is set to PhysicsActor, but the Pawn is set to be ignored.
Chracter Blueprint, on Event Begin Play.
Idle - Lying Pose. No Physics simulation yet.
Once physics is simulating.