# \#Kinematic

**URL:** https://forums.unrealengine.com/tag/kinematic/6538.md

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## [Strange Offset and snapping Problem when using Mouse Position to move an IK ](https://forums.unrealengine.com/t/strange-offset-and-snapping-problem-when-using-mouse-position-to-move-an-ik/2661735)

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**Author:** [@GrabAKitCata](https://forums.unrealengine.com/u/GrabAKitCata)\
**Replies:** 3\
**Last updated:** [January 29, 2026, 4:38pm UTC](https://forums.unrealengine.com/t/strange-offset-and-snapping-problem-when-using-mouse-position-to-move-an-ik/2661735 "2026-01-29T16:38:24Z")

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Hello all, I am trying to use the animation blueprint in Unreal Engine 5.5 to move the playuer’s hand IK based on the position of the mouse. Ideally, when the player clicks on the hand, it will not move until they drag i…

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## [\[UE-229688\] Issue tracker marked this issue as solved but it is still occuring](https://forums.unrealengine.com/t/ue-229688-issue-tracker-marked-this-issue-as-solved-but-it-is-still-occuring/2685922)

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**Author:** [@hawkEye77775](https://forums.unrealengine.com/u/hawkEye77775)\
**Replies:** 0\
**Last updated:** [December 18, 2025, 5:35am UTC](https://forums.unrealengine.com/t/ue-229688-issue-tracker-marked-this-issue-as-solved-but-it-is-still-occuring/2685922 "2025-12-18T05:35:41Z")

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UE-229688 Fix commit: 43356993 It seems like this issue is not fixed. It is marked as ‘solved’ but it still occurs, and I cannot find any matching commit history on the engine repository. (I have checked the latest rel…

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## [Transferring or re-creating kinematic mechanisms from CAD environments (like NX, SolidWorks, etc.) into Unreal? ](https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453)

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**Author:** [@Jaggu2020](https://forums.unrealengine.com/u/Jaggu2020)\
**Replies:** 2\
**Last updated:** [May 20, 2025, 8:13am UTC](https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453 "2025-05-20T08:13:07Z")

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Hello All, I am trying to replicate a kinematic simulation in Unreal engine which I have done in NX using Blueprints, if anybody has done this previously, please guide me or give some insights? Has anyone here worked o…

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## [Kinematic Overrides Scale of Skeletal Meshes](https://forums.unrealengine.com/t/kinematic-overrides-scale-of-skeletal-meshes/471924)

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**Author:** [@Monster1234](https://forums.unrealengine.com/u/Monster1234)\
**Replies:** 1\
**Last updated:** [April 28, 2025, 8:39pm UTC](https://forums.unrealengine.com/t/kinematic-overrides-scale-of-skeletal-meshes/471924 "2025-04-28T20:39:13Z")

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Hello, While creating a physics asset, bone world scale will be overriden to 1 if you set a bone to be kinematic and if that skeletal mesh is scaled (for exp. 0.75, 0.75,0.75) in the level, BUT, this wont happen if roo…

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## [Child-Actor Movement](https://forums.unrealengine.com/t/child-actor-movement/341276)

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**Author:** [@MaxPower42](https://forums.unrealengine.com/u/MaxPower42)\
**Replies:** 3\
**Last updated:** [October 4, 2024, 6:46pm UTC](https://forums.unrealengine.com/t/child-actor-movement/341276 "2024-10-04T18:46:43Z")

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If I have two moveable (kinematic) actors, one parented to the other, how is movement of the child actor handled? And is there any control over how it is handled? Does it teleport to its new location every frame or is it…

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## [Does the Culling System also cull Physics and Kinematics That is no Longer in view](https://forums.unrealengine.com/t/does-the-culling-system-also-cull-physics-and-kinematics-that-is-no-longer-in-view/435340)

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**Author:** [@DKnox](https://forums.unrealengine.com/u/DKnox)\
**Replies:** 2\
**Last updated:** [November 20, 2023, 9:41pm UTC](https://forums.unrealengine.com/t/does-the-culling-system-also-cull-physics-and-kinematics-that-is-no-longer-in-view/435340 "2023-11-20T21:41:20Z")

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Hi I Have a Technical question regarding Culling. I Have a map with a large industrial complex with water outside with object floating in the water. There are roof fans spinning and other kinematic classes running. I …

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## [How can you add Unreal's ik bones to a skeleton in Blender?](https://forums.unrealengine.com/t/how-can-you-add-unreals-ik-bones-to-a-skeleton-in-blender/1199186)

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**Author:** [@Samathan](https://forums.unrealengine.com/u/Samathan)\
**Replies:** 0\
**Last updated:** [June 14, 2023, 5:02pm UTC](https://forums.unrealengine.com/t/how-can-you-add-unreals-ik-bones-to-a-skeleton-in-blender/1199186 "2023-06-14T17:02:45Z")

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I have a character in Blender that I got online, but I want to use the IK bones that Unreal’s skeleton has (ik\_hand\_root, ik\_hand\_gun, etc.), which this skeleton doesn’t have. Is there a proper way to add them inside Ble…

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## [issues with animation blueprint and physics bodies](https://forums.unrealengine.com/t/issues-with-animation-blueprint-and-physics-bodies/770800)

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**Author:** [@shaneyvip](https://forums.unrealengine.com/u/shaneyvip)\
**Replies:** 8\
**Last updated:** [February 16, 2023, 9:10am UTC](https://forums.unrealengine.com/t/issues-with-animation-blueprint-and-physics-bodies/770800 "2023-02-16T09:10:55Z")

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Hi, im having issues with the animation playing, its not animating the way its intended to. its a wheeled loader which is rigged and has some animation, i created the chaos vehicle blueprint to it for movement, and adde…

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## [Socket location without IK](https://forums.unrealengine.com/t/socket-location-without-ik/478330)

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**Author:** [@Ascedmor](https://forums.unrealengine.com/u/Ascedmor)\
**Replies:** 1\
**Last updated:** [October 21, 2021, 5:53pm UTC](https://forums.unrealengine.com/t/socket-location-without-ik/478330 "2021-10-21T17:53:04Z")

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Is there any way to get the location that a socket would be in without an applied IK? I am applying an IK to a hand bone to align it with a surface in worldspace, but I want the animation to continue relative to the IK.…

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## [Physics Asset. Kinematic bones lag behind the simulated](https://forums.unrealengine.com/t/physics-asset-kinematic-bones-lag-behind-the-simulated/489250)

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**Author:** [@anonymous\_user\_cb87e1d5](https://forums.unrealengine.com/u/anonymous_user_cb87e1d5)\
**Replies:** 0\
**Last updated:** [September 27, 2021, 9:13am UTC](https://forums.unrealengine.com/t/physics-asset-kinematic-bones-lag-behind-the-simulated/489250 "2021-09-27T09:13:42Z")

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I have a plane mesh with 2 animated wings. Wings slightly retract inwards and rotate when accelerating. I tried this both with the constraints and without but since I have to allow some linear motion cos the animation ne…

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## [Get predicted socket location](https://forums.unrealengine.com/t/get-predicted-socket-location/478318)

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**Author:** [@Ascedmor](https://forums.unrealengine.com/u/Ascedmor)\
**Replies:** 1\
**Last updated:** [May 7, 2021, 12:41pm UTC](https://forums.unrealengine.com/t/get-predicted-socket-location/478318 "2021-05-07T12:41:53Z")

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I am trying to use IK to move the hands in a ledge grab animation onto the ledge correctly (mostly to handle going up and down slopes), however I am having some difficulties. I am currently using a line trace to get the…

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## [Determine where a Character stops](https://forums.unrealengine.com/t/determine-where-a-character-stops/424557)

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**Author:** [@PsychoOrange](https://forums.unrealengine.com/u/PsychoOrange)\
**Replies:** 2\
**Last updated:** [May 1, 2021, 4:54pm UTC](https://forums.unrealengine.com/t/determine-where-a-character-stops/424557 "2021-05-01T16:54:14Z")

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In order to replicate Paragon’s locomotion system I’m required to know where my character will end its movement, I’ve watched all the documentation about this subject (Twitch streams, Laurent Delayent presentation and th…

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## [How to modify joint positions on skeletal mesh with simulated physics](https://forums.unrealengine.com/t/how-to-modify-joint-positions-on-skeletal-mesh-with-simulated-physics/473200)

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**Author:** [@SpaceAMB](https://forums.unrealengine.com/u/SpaceAMB)\
**Replies:** 0\
**Last updated:** [October 20, 2020, 11:10pm UTC](https://forums.unrealengine.com/t/how-to-modify-joint-positions-on-skeletal-mesh-with-simulated-physics/473200 "2020-10-20T23:10:07Z")

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Hello, I am working on a professional project in which I want to move a real actuator with my hand to move a skeletal mesh in UE4. And if this virtual ‘physical’ skeletal mesh collides with something in the virtual envi…

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## [How to modify jointpositions on simulated skeletal mesh while still receiving event hits](https://forums.unrealengine.com/t/how-to-modify-jointpositions-on-simulated-skeletal-mesh-while-still-receiving-event-hits/473150)

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**Author:** [@anonymous\_user\_f9e6bdc4](https://forums.unrealengine.com/u/anonymous_user_f9e6bdc4)\
**Replies:** 0\
**Last updated:** [October 20, 2020, 11:04pm UTC](https://forums.unrealengine.com/t/how-to-modify-jointpositions-on-simulated-skeletal-mesh-while-still-receiving-event-hits/473150 "2020-10-20T23:04:20Z")

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Hi, I am working on a professional project in which I want to move a real actuator with my hand to move a skeletal mesh in UE4. And if this virtual ‘physical’ skeletal mesh collides with something in the virtual environm…

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## [Is it possible to get Hit Events from kinematic (non-simulated) collisions?](https://forums.unrealengine.com/t/is-it-possible-to-get-hit-events-from-kinematic-non-simulated-collisions/370745)

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**Author:** [@hb\_jwang](https://forums.unrealengine.com/u/hb_jwang)\
**Replies:** 2\
**Last updated:** [September 29, 2020, 3:20pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-get-hit-events-from-kinematic-non-simulated-collisions/370745 "2020-09-29T15:20:35Z")

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Hi everyone, This is my situation. I have a sphere collision component within my character that I want to receive OnHitComponent events for when it collides with any static meshes in the game world, such as the walls/f…

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## [Suppress specific warning?](https://forums.unrealengine.com/t/suppress-specific-warning/461040)

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**Author:** [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Replies:** 2\
**Last updated:** [September 14, 2020, 9:49am UTC](https://forums.unrealengine.com/t/suppress-specific-warning/461040 "2020-09-14T09:49:22Z")

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I’m trying to suppress a silly warning caused by the fact that I’m using a mix of Kinematic and Simulated Physic Types in a PHAT asset. The issue itself is that if I have Simulated set for the root bone, then the mesh w…

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## [One-directional/layered physics - have objects respond to other simulated objects as if kinematic](https://forums.unrealengine.com/t/one-directional-layered-physics-have-objects-respond-to-other-simulated-objects-as-if-kinematic/465005)

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**Author:** [@anonymous\_user\_fe096dc9](https://forums.unrealengine.com/u/anonymous_user_fe096dc9)\
**Replies:** 0\
**Last updated:** [May 11, 2020, 12:24pm UTC](https://forums.unrealengine.com/t/one-directional-layered-physics-have-objects-respond-to-other-simulated-objects-as-if-kinematic/465005 "2020-05-11T12:24:47Z")

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Hi. I’d like to accomplish the following (people familiar with Maya might recognize what I’m talking about more easily): A primary simulation layer: say, Set A of objects bouncing around, blocking and colliding with ea…

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## [Attach Vehicle to Character without Physics?](https://forums.unrealengine.com/t/attach-vehicle-to-character-without-physics/464704)

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**Author:** [@GuyFawkes](https://forums.unrealengine.com/u/GuyFawkes)\
**Replies:** 2\
**Last updated:** [May 6, 2020, 1:04am UTC](https://forums.unrealengine.com/t/attach-vehicle-to-character-without-physics/464704 "2020-05-06T01:04:37Z")

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Is there a way to attach a vehicle to a character component so that it will trail behind them, but without using physics? I basically just want a small cart pulled behind a character, but turning on it’s own, is there so…

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## [Kinematic physics make object invisible](https://forums.unrealengine.com/t/kinematic-physics-make-object-invisible/458877)

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**Author:** [@anonymous\_user\_776ba22f](https://forums.unrealengine.com/u/anonymous_user_776ba22f)\
**Replies:** 3\
**Last updated:** [December 4, 2019, 8:05pm UTC](https://forums.unrealengine.com/t/kinematic-physics-make-object-invisible/458877 "2019-12-04T20:05:07Z")

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Hi there, I have a physics asset of a truck and I want to define the collisions in order to Apply the Wheeled vehicle BP to it. The 4 front wheels are going to be the ones animated by the blueprint so they have to be i…

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## [Issues with UProjectileMovementComponent v ProjectileMovementComponent Setup in Blueprint](https://forums.unrealengine.com/t/issues-with-uprojectilemovementcomponent-v-projectilemovementcomponent-setup-in-blueprint/444578)

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**Author:** [@anonymous\_user\_888b9c60](https://forums.unrealengine.com/u/anonymous_user_888b9c60)\
**Replies:** 22\
**Last updated:** [March 5, 2019, 10:46pm UTC](https://forums.unrealengine.com/t/issues-with-uprojectilemovementcomponent-v-projectilemovementcomponent-setup-in-blueprint/444578 "2019-03-05T22:46:02Z")

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Hopefully, this question will be easier to answer than some of my previous questions… In this project, I have set-up a class for a projectiles in game (QTBDWeaponProjectile), this is as shown below: Header: #pragma on…

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## [Do kinematic triggers use CCD?](https://forums.unrealengine.com/t/do-kinematic-triggers-use-ccd/303985)

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**Author:** [@anonymous\_user\_e7686fec](https://forums.unrealengine.com/u/anonymous_user_e7686fec)\
**Replies:** 1\
**Last updated:** [February 23, 2019, 2:18pm UTC](https://forums.unrealengine.com/t/do-kinematic-triggers-use-ccd/303985 "2019-02-23T14:18:22Z")

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I have a trigger generating overlap events attached via socket and being moved with skeletal mesh animation (kinematic trigger). Sometimes the trigger can hit another person and sometimes not. Drawing a series of debug …

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## [Piston constraint](https://forums.unrealengine.com/t/piston-constraint/443774)

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**Author:** [@MannyLectro](https://forums.unrealengine.com/u/MannyLectro)\
**Replies:** 0\
**Last updated:** [February 20, 2019, 2:41pm UTC](https://forums.unrealengine.com/t/piston-constraint/443774 "2019-02-20T14:41:43Z")

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Hey guys, So we are currently working on a drilling machine simulator and it is the first time we have to deal with moving parts like that. The machine is pretty complex and can move in many ways with different hydraul…

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## [Physics capsules, only on the left side for the hip and shoulders of my character, are snapping to the root on the simulation](https://forums.unrealengine.com/t/physics-capsules-only-on-the-left-side-for-the-hip-and-shoulders-of-my-character-are-snapping-to-the-root-on-the-simulation/427737)

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**Author:** [@anonymous\_user\_e3925f781](https://forums.unrealengine.com/u/anonymous_user_e3925f781)\
**Replies:** 0\
**Last updated:** [June 19, 2018, 8:58pm UTC](https://forums.unrealengine.com/t/physics-capsules-only-on-the-left-side-for-the-hip-and-shoulders-of-my-character-are-snapping-to-the-root-on-the-simulation/427737 "2018-06-19T20:58:34Z")

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I’m trying to impliment physics on a character where only his legs and one arm are loose like a ragdoll. I have physics capsules on every major joint on the character and I’ve dialed in all the settings so that they act…

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## [Attached actor collision bug](https://forums.unrealengine.com/t/attached-actor-collision-bug/427022)

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**Author:** [@jedi5218](https://forums.unrealengine.com/u/jedi5218)\
**Replies:** 3\
**Last updated:** [June 11, 2018, 4:39pm UTC](https://forums.unrealengine.com/t/attached-actor-collision-bug/427022 "2018-06-11T16:39:44Z")

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I am experiencing a weird error with attached objects. I am trying to make a forklift module for my modular robot. Module is a Pawn with a Skeletal Mesh, where the root is simulated and the fork is kinematic. It works re…

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## [Component Transform is Kinematic no longer an option?](https://forums.unrealengine.com/t/component-transform-is-kinematic-no-longer-an-option/416471)

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**Author:** [@Axderi](https://forums.unrealengine.com/u/Axderi)\
**Replies:** 2\
**Last updated:** [February 27, 2018, 7:54am UTC](https://forums.unrealengine.com/t/component-transform-is-kinematic-no-longer-an-option/416471 "2018-02-27T07:54:46Z")

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So I am trying to follow this documentation for the Kinematic Bodies with Simulated Parents: (4.16) However there are no properties when I deselect all the bodies in PhAT. The option I want is Physics Update Mode: “C…

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## [How can i change physics type in PHAT?](https://forums.unrealengine.com/t/how-can-i-change-physics-type-in-phat/394601)

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**Author:** [@Pingo444](https://forums.unrealengine.com/u/Pingo444)\
**Replies:** 0\
**Last updated:** [May 25, 2017, 7:16pm UTC](https://forums.unrealengine.com/t/how-can-i-change-physics-type-in-phat/394601 "2017-05-25T19:16:47Z")

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Hi, I am trying to create a ragdoll but i can’t get the character the fall on the ground when i simulate physics. My character has some kinematics setup on the bodies and some custom profile physics on some other bodies …

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## [How to switch joint from Kinematic to Simulate in blueprint?](https://forums.unrealengine.com/t/how-to-switch-joint-from-kinematic-to-simulate-in-blueprint/378422)

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**Author:** [@anonymous\_user\_cc0446c8](https://forums.unrealengine.com/u/anonymous_user_cc0446c8)\
**Replies:** 0\
**Last updated:** [December 5, 2016, 9:32pm UTC](https://forums.unrealengine.com/t/how-to-switch-joint-from-kinematic-to-simulate-in-blueprint/378422 "2016-12-05T21:32:15Z")

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hey, Is it possible to switch a skeleton joint from kinematic to simulated? Basically I am picking up objects in VR that have a simulated joint chain. I have made the first joint kinematic, so i can attach to the hand a…

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## [4.12 Physx cook error (Kinematic / CCD)](https://forums.unrealengine.com/t/4-12-physx-cook-error-kinematic-ccd/363245)

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**Author:** [@RhythmScript](https://forums.unrealengine.com/u/RhythmScript)\
**Replies:** 25\
**Last updated:** [August 31, 2016, 6:44pm UTC](https://forums.unrealengine.com/t/4-12-physx-cook-error-kinematic-ccd/363245 "2016-08-31T18:44:01Z")

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I’ve been trying to package my game for 2 days and I keep getting “Unknown Cook Failure” errors. I’ve Ctrl+F’d my way through the log and, while warnings abound, the only time the word “ERROR” ever actually appears is i…

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## [Override Hit-Impulse for Collision of Kinematic with Dynamic Actor](https://forums.unrealengine.com/t/override-hit-impulse-for-collision-of-kinematic-with-dynamic-actor/340128)

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**Author:** [@MaxPower42](https://forums.unrealengine.com/u/MaxPower42)\
**Replies:** 12\
**Last updated:** [June 16, 2016, 2:49pm UTC](https://forums.unrealengine.com/t/override-hit-impulse-for-collision-of-kinematic-with-dynamic-actor/340128 "2016-06-16T14:49:39Z")

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I’ve got the following situation: A character is holding and swinging a club, which is kinematic and attached to a socket on the character’s skeleton (hand, obviously…). When I swing at some random objects with “physic…

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## [Rotate Physics Body (PhaT) with Animation Blueprint](https://forums.unrealengine.com/t/rotate-physics-body-phat-with-animation-blueprint/334892)

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**Author:** [@Frischer\_Hering](https://forums.unrealengine.com/u/Frischer_Hering)\
**Replies:** 0\
**Last updated:** [October 10, 2015, 7:28pm UTC](https://forums.unrealengine.com/t/rotate-physics-body-phat-with-animation-blueprint/334892 "2015-10-10T19:28:19Z")

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I have a tank set up with bones. If I set every physics body to simulated/default it behaves like a rigid body and I can move the tank around by applying forces. But I cannot control the turret/cannon mounted on top of t…

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