UE 5.8 Control Rig Physics - Collision bug/limitation

Summary

Control Rig Physics collision does not collide with Skeletal Meshes using Kinematic Physics Assets or static meshes socketed to skeletal meshes.

With the following settings on a Control Rig Physics Solver which is applied to a character via an anim blueprint:
World Collision Type: All
World Collision Include Physics: True
World Collision Include Query: False
World Collision Include Problem: False

A character using this CRP will collide with the world and static meshes as expected. (Used BlockAllDynamic preset on test static meshes).

A character using this CRP will not collide with a skeletal mesh that has a correctly setup physics asset assigned where all bodies are kinematic. Collision presets and response settings on the second skeletal mesh make no difference.

A character using CRP will not collide with a static mesh using any collision settings/preset (tested with BlockAllDynamic) that is socketed to a skeletal mesh. I tried this as a workaround but no dice.

What Type of Bug are you experiencing?

Animation

Steps to Reproduce

  • Create a new third person project in UE5.8.
  • Locate the mannequin physics asset provided (PA Mannequin)
  • Duplicate it and in the duplicate, set all the bodies to simulated.
  • Create a basic control rig for the the mannequin (Quinn as thats the default used)
  • Add the node “Spawn Physics Solver” into the construction event
  • Set the collision settings on this node as described in the summary
  • In my test case, I also used Allow CCD
  • Add the node “Instantiate From Physics Asset” to the construction event
  • In this node, use the duplicate simulated physics asset.
  • Use the “NoLimits” profile on the node for this physics asset (easiest to visualize)
  • Add the node “Step Physics Solver” to the Forward Solve event
  • Open the default anim blueprint used for the mannequin and add a control rig node near the end, referencing the control rig we created.
  • Test in editor, physics should be visible on the character as we move.
  • Drag a skeletal mesh (quinn works fine) into the scene.
  • Open that skeletal mesh asset and make sure the original physics asset (fully kinematic) is set.
  • Then try colliding that skeletal mesh with the player mannequin character.
  • Regardless of collision settings, they will not collide.
  • Note, that you may need to reduce the radius of the player characters capsule as this can collide.

Expected Result

Collision should occur.

Observed Result

No collision occurs.

Affects Versions

5.8

Platform(s)

Windows