I was prototyping my actors as a static meshes with physics, and after that I switched to skeletal meshes to enable some animations. But I see big differences in how physics works for skeletal meshes, even in the very simple case:
- Skeletal mesh has 1 physical body with a collider copied from static mesh;
- No animation enabled;
- Mass and inertia tensors are more less equal;
- Linear and angular damping (and all settings in physics tab) are the same;
- Physics materials are the same;
The physics in free environments works the same way, but the problems happens when there are some collisions with complex environment. Static mesh delivers quite smooth collisions even with long level arm, while skeletal mesh goes crazy in roll.
What else could I check here?