Phat Third Person Template - Pawn falling through floor

How do I put the settings right, so that I can use Phat for one bone and for the others it uses animations?

When I check Mesh–>Simulate Physics in the default settings of MyCharacter BP my pawn just falls through the floor in third person template. This happens on my custom character as well as on the default character coming with the template.

Could somebody show me how to set up this third person template so that for the default character the head uses Phat physics simulation and the rest of the body is following the animation blueprint?

I followed all the tutorials on Phat, but I am unable to use Phat correctly for this puropose. And I tried many different variations in settings, but noone worked.

Thanks.

The way I would like to do it is explained in this tutorial:

Like having an antenna on the top of the head where I have a bone skinned to. Similar like in the vehicle template discussed in the video above.

Then use animation for the character body movement and for the antenna I want to use spring constraints from phat.

Bump

I tried to make it work again today, but no luck:

  • I started with a new 3rd person blueprint template and default character. (or c++ template… … I tried both)
  • Added a physics asset to the character.
  • Activate physics for mesh in MyCharacte’s blueprint.
  • Alt - P and the character just falls trough the floor.

This is on 4.4.3

Guess I am not the first one having this problem:

https://forums.unrealengine.com/showthread.php?915-How-to-give-player-character-mass-without-falling-through-floor

Edit: When I check the floor mesh on the rolling ball template, it shows me the collision proxy in the editor (see picture below). When I check the floor in the 3rd person template it doesn’t have the collision proxy.

Then I exported the floor from the ball template and imported it in the 3rd person template, and the proxy disappeared as well. ???

Edit2: Also importing the character to the ball template gives the same results… peeewwwww

I asked this question also in the forum, where most of my questions are answered.