When 'Simulate Physics' is checked on, animations stop happening. Why?

I have a flying vehicle. With ‘Simulate Physics’ checked off, i can fly around, and I have a simple animation blueprint to create a nice banking effect based on the ship’s speed and amount of yaw input.

I tried setting ‘Simulate Physics’ on, however, when I did, the banking animation doesn’t happen anymore.

If anyone could point me in the right direction it would be greatly appreciated. Thank you!

Thanks for the response!

I use a skeletal animation. I set the rotation of the root bone of the skeletal mesh based on a desired “bank angle” float.

Previously i was using Set Actor Rotation, but this only worked because I had the mesh of the ship is a child component. However, for several reasons I decided it was wiser to set the mesh as the root component. With the mesh as the root component, the better way to set the bank was through animation, as rotating the actor would rotate everything including the camera, and would just send the ship on a roll.

I haven’t tried adding torque, as I assume it would have the same effect as rotating the actor, and it would end up rotating the entire object.

to bank the aircraft do you use skeletal animation, Set Actor Rotation (or one of its variations) or do you use the physics simulated way of Add Torque?

Hi,

From my experience, animations and physics simulation don’t work well together in UE4.

I was recently trying to add Aim Offset-controlled Turret to physics-simulating vehicle. Turret was one of the bones in the vehicle SK mesh. After couple of hours I managed to make it work by removing the Turret’s bone Physics Body from the Physics Asset entirely. With physics simulation enabled, Aim Offset was not able to animate the mesh.

So perhaps you could try removing Physics Bodies from the bones you want to animate?

Regards,
Leszek