Skeletal mesh collisions with "Set leader pose component"

Hello, quick question about physics assets and the “set leader pose component” node.

I’m working on a robot that could loose parts, but the node removes my physics asset on any part of the character that isn’t the main mesh, example arms, legs etc. which means that I first can’t hit other parts than what’s included in the main mesh, one solution would be to override my main skeletal mesh physics asset with one that have all parts intact, but I would assume this would still give hit result and physics collision on removed parts. Is there any work around to this that would result in every part having their own physics asset that isn’t linked to the main mesh?

Hi, I don’t know any way to achieve this with “set leader pose component”, as indeed only main mesh Physical Asset is used.

Have you considered having separate animation blueprints for removable parts and just use “Copy Pose From Mesh”? Might be a little bit more expensive to handle multiple AnimBPs on one character, but should work well in your case.
In this article: Working with Modular Characters in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community about in the middle you can find how to setup this copy pose thing.