Vehicle Part Animation/Physics Bug?

I’m in the process of testing via a socket now. I broke off the trunk of my vehicle into a seperate skeletal mesh with 1 bone. Then attach in the vehicle via the socket. I have a morph target / tracing working on it, with animation, so that’s good. The only thing to test/figure out yet is the physics/constraint. I tried to simulate physics and it dropped straight off. But I might need to setup constraints on the trunk/socket yet… I’ll try tomorrow AM again.

Edit: I need to rename some stuff too I think. Right now my detached trunk bone is named the same as the bone in the vehicle skeleton. So I am probably hitting the same issue. Maybe if I rename the vehicle one , and leave my socket version alone, it will work better… In another post someone mentioned simulating on the second bone in the chain I think… Unless I have to have 2 bones on my trunk and one is the “root” that is bound to the socket then the other is what the mesh is skinned to.

Very weird stuff… But it might be me just not understanding the system well enough yet.

I’ll add an extra bone to my trunk skeleton for now, and simulate 2nd bone/below and test…