Description

If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation.

 

Check out the video resource.

  • [Link Removed]
Steps to Reproduce
  1. Place a SkeletalMeshActor simulating physics
  2. Create a new socket into SkeletalMesh to do the attachment
  3. Create a BP with a StaticMeshComponent as root component and collision active.
  4. Use this logic: [Image Removed]
  5. Pick up the SkeletalMeshActor as “Parent” variable and play.

The StaticMesh will be attached but won’t be used to compute physics collisions. On the other hand, if you don’t use the socket name, collisions will be calculated for physics.

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Unresolved
ComponentUE - Simulation - Physics
Affects Versions5.2
Target Fix5.5
CreatedJun 9, 2023
UpdatedFeb 27, 2024