Static mesh collision welded to Skeletal Mesh not working properly
Hello, guys, found the next bug, please confirm or confound. Switched to UE 4.24 (problem still persists in 4.25). I have a skeletal mesh with properly setup PhaT (let’s suppose the mannequin). Obviously pairs of nearby bones collision are excluded from each other to avoid glitched (you can see that on default mannequin PhaT).
So i enable physics on the mesh and attach some static mesh (shield for example) to the hand (collision between hand_r and lowerarm_r is disabled) with WeldSimulatedBodies = true. Objects weld, but shield (static mesh) collides with lowerarm! The mesh was welded to hand_r, but it collides with lowerarm despite the fact that hand_r body instance shouldn’t collide lowerarm.
It’s working as expected in 4.18 for example, but doesn’t work in 4.24. As a result i can’t attach any large objects to my skeleton, it always collides nearby bones. I can’t just set different collision channels for those objects, this is not the way, What do you think, guys? Have you face this problem? Should i make bug-report?