Creating a new Physics Asset will override the behavior of the previous Physics Asset inside the Phat Editor.
This seems to be linked to which physics asset is currently assigned to the skeletal mesh as well. If the physics asset is reassigned, the other physics assets based off of the same skeletal mesh will be effected.
1. Create a 3rd Person template project
2. Open the 'SK_Mannequin_PhysicsAsset'
3. Under the Hierarchy panel, delete all physics constraints below and including the 'thigh_l' (screenshot #1)
4. Save & simulate (The legs of the character will fall into the ground - screenshot #2)
5. Back in the editor, right-click 'SK_Mannequin' > Create > Physics Asset
6. Simulate the asset (It will fall to the ground as expected)
7. Go back to the previous physics asset
8. Simulate the asset
Results: The old physics asset with inherit the behavior of the newly created physics asset even though the constraints were deleted. (screenshot #3)
Expected: For the old physics asset to be independent and retain it's behavior of falling halfway into the floow.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34559 in the post.
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Component | UE - Gameplay |
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Affects Versions | 4.12.5, 4.13, 4.14 |
Target Fix | 4.14 |
Fix Commit | 3096941 |
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Main Commit | 3108419 |
Created | Aug 11, 2016 |
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Resolved | Aug 22, 2016 |
Updated | Apr 27, 2018 |