Components and Actors attached to physics objects are not solidly attached. The child actor tends to float around in relation to the parent. Occurs even when using a "Weld" attachment
In the example project, you can reproduce when you PIE and then hit the "F" key to start the physics simulation. I have positioned the strap on the characters mask so that it slightly intersects with the head. It highlights the fact that it is not solidly attached.
Here is the example project to show this effect:
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1. Download example project
2. PIE
3. Hit the "F" Key
Result: The mask attached to the character floats around in relation to the head. It is made more noticeable if you run forward.
Expected: Mesh does not float.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Simulation - Physics |
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Affects Versions | 4.8.1 |
Target Fix | 4.9 |
Fix Commit | 2611638 |
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Created | Jul 2, 2015 |
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Resolved | Jul 6, 2015 |
Updated | Apr 27, 2018 |