Hello! I try to create a Phat in Ue5 (Metahuman, m_med_nrw_body). Actually, I have already done this. It doesn’t move when no gravity is on and it also falls down okay. The problem starts when the body hits the ground. It never really stops moving. I tried a lot of different settings already. For example in game I put the root or pelvis bones on sleep but this has no effect at all (putRigidbodytosleep node). Also the sleep trashhold with custom settings in phat editor doesn’t do anything. No change at all.
Is there someone with similiar experience? Or someone who uses Ue5 EA 2 and has it working correctly?
Also the default UE Manniquen never stops moving on the ground… I start to believe that my Phat is not the issue here.
PS: So I have tested it with a new project. Just create a new project (third person character for example) and drop the physical asset in your scene. Start to play and see it for yourself.
The assets never really stop from moving. It seems like the engine doesn’t put the rigid bodies into sleep state at all. No matter what.
This is different on 4.26.2. I’m not sure about 4.27.
Yup. Same issue with my own skeletal meshes. They just don’t stop moving or ever go to sleep. They kind of slide along the ground.
As a side note I also have issues with the PHAT editor in that the base bone is always considered kinematic. I don’t use a kinematic object on my root. My bipeds hip bone has the first phys capsule. The hips just stay stationary in the air when simulating.
The Phat Editor works correctly again (selection of the body in simulation) but with the new version released (5.0 official release) the ragdoll is buggy again. Either we are doing something wrong or it is bugged. I wonder how nobdy else is catching this? Seems like for a lot of people this isn’t either an issue or they just dont have this issue.
Setting the sleep time on the rigid bodies to an extrem high value also doesn’t change anything.
Tested with Metahuman custom rigidbody AND with the default UE4 manniquen. Same result.