UE 5.2 Physics type Simulated + rigid body node makes the mesh dissapear

Hello.

So…i have this weird problem with my character. When i set physics type to simulated, in animation blue print, if i add a rigid body node, the mesh dissapears for that specific bones.

I have tried many things, and even for a fresh mesh, the behavior is the same.
I am pretty new with unreal, so i may do something wrong.
Can you guys help me solve this problem?

Here are the steps i am following for a fresh mesh:

I set the physics type to Simulated:

In animation blue print for the asset, i add the rigid body node:

In level editor, after this change, the mesh looks like is scaled down, like this:

Here is how the mesh looks without the rigid body node:

Do you guys have any idea of what can cause this issue? I am willing to try anything :smiley:
Thanks!

Some more details:

  1. The fbx is exported from Blender.
  2. If i change the Simulation Space to Base Bone Space, it looks like this:

    Is like scalling up very much. On simulation space world space(the previous setting), it looked like it was scaled down very much.

After more research…im pretty sure this behavior is some kind of engine bug…so i tried to bypass this problem in other ways.
I came accross this ragdoll tutorial on youtube.

It achives the same result, but instead of simulating physics in Animation Blue Print, it does inside the character Blueprint.

It did the trick for me.

Hope this thread will be helpfull for others too :slight_smile:

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