Tutorial: Cloth Collision with World

Thanks. This crash happens from time to time.

It will happens every single time if one of them is an active ragdoll (with an UPhysicalAnimationComponent)

        PhysAnim->SetSkeletalMeshComponent(Mesh);

        FPhysicalAnimationData Data;
        Data.bIsLocalSimulation = false;
        Data.OrientationStrength = 500.f;
        Data.AngularVelocityStrength = 100.f;
        Data.PositionStrength = 500.f;
        Data.VelocityStrength = 100.f;
        Data.MaxLinearForce = 0.f;
        Data.MaxAngularForce = 0.f;
        PhysAnim->ApplyPhysicalAnimationSettingsBelow(RootBone, Data, false);

        Mesh->SetAllBodiesBelowSimulatePhysics(RootBone, true, false);
        Mesh->SetAllBodiesBelowPhysicsBlendWeight(RootBone, 1.0f, false, false);

        this->CapsuleComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);

To prevent the pawn from falling and keep it standing, I add a sphere to the root of the default third person physic body as kinematic and without collision. And with a free constraint to the hip. So the RootBone above is the “root” bone.