A SkeletalMesh component will spawn in rotated when setting the skeletal mesh and simulating physics on Begin Play
Adding a Delay between SetSkeletalMesh and SetSimulatePhysics will correct the issue
This is a regression and was working as expected in 4.11.2-2946394
User Description:
I have a problem in 4.12.3 after set simulate physics in skeletal mesh
In version 4.11.2 everything is normal. In version 4.12.3 the same project gives strange result after set simulate physics
Using skeletal mesh
If don't set simulate physics, actor not rotate and visual result same version 4.11.2
UPDATE: I found the cause of the problem. If you have a blank skeletal mesh and you are using a BP below your actor will turn by 180 degrees
If the first tick, set the mesh, and enable the simulation of physics in the next tick, the rotation does not occur.
1. Open the attached test project
2. PIE or Simulate
Results: The SkeletalMesh component that is set on EventBeginPlay will be rotated onto it's side on play. The StaticMesh that was placed in the level, is set to the correct rotation.
Expected: For the SkeletalMesh to be spawned in at the same rotation as the StaticMesh
Repro from scratch:
1. Import in the attached FBX, making sure to check 'Import as Skeletal Mesh'
2. Create an actor class BP & open it
3. Add a SkeletalMesh component
4. Select the Skeletalmesh component,
5. In the Details panel > Collision > Set the CollisionPreset to 'BlockAllDynamic'
6. Duplicate the setup from screenshot #1 or; On EventBeginPlay, set the SkeletalMesh component using a SetSkeletalMesh node > Then enable physics by using a SetSimulatePhysics node
7. Compile & save
8. Place the BP into the level
9. PIE or Simulate
Results: The SkeletalMesh component that is set on EventBeginPlay will be rotated onto it's side on play.
Expected: For the SkeletalMesh to be spawned in at the same rotation as the StaticMesh
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.12.4, 4.13 |
Target Fix | 4.17 |
Created | Jun 28, 2016 |
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Resolved | Jun 8, 2017 |
Updated | Apr 27, 2018 |