Why isn't my character with Kinematics being moved when it's parent moves?

Hopefully a simple question. I set up a physics skeleton with kinematic hands and simulating other joints, using the documentation here.

In the game, I have the mesh parented to another asset. When I move the parent asset, I would expect it to move the child mesh as well. Meaning that it would move the kinematic hands. But it doesn’t. The kinematic hands seem locked to their particular position in world space and I can’t get them to go anywhere.

Something I’m missing here?

Probably either it isn’t parented as you think, or it needs an explicit link such as socketing it onto a skeleton/similar.

If the issue is animation driven, then you could be lacking a master pose component node (doesn’t sound like that’s part of your setup, but its worth a mention).

Nobody with any ideas on this one? Here’s some further information:

I have Manny as a child of a sphere.

After starting the game and enabling physics, Manny seemingly detaches from his parent. I guess when you enable physics on a character they detach from whatever they were parented to?

I figured that maybe the move was to only Simulate on all bodies below the root, so that the root wouldn’t get detached. If I do that then Manny does retain his parenting, but his Kinematic joints no longer seem to be working.


It not very clear what you are even trying to achieve.

If the ragdoll has to move along with the object, then setting the root bone poistion to match the item is better than relying on parenting.

What I am trying to achieve:

Hands and feet are locked to an object, which can be moved. The hands and feet will move along with the object. The rest of the character will ragdoll.

Try to directly socket hands and feet onto the item.
Then you can simulate all bodies, even root, to move it along.

For anyone else looking for this, I managed to get it working in 5.2 using the PhysicsControl system.

I used the BP_PhysicsControlDriver from the example content, which basically does the thing that I was trying to do.

It’s got a lot of weird behaviour still though, and it very finicky.

For example, you have to make sure that the Root collision object on your character has it’s physics set to “Default” and not “Simulated”.