PoseableMeshComponent using SkeletalMesh: Collision issue
I'm experiencing some troubles with a SkeletalMesh for which the UE4 defined collison shape works well only when I drag the SkeletalMesh itself into the world but not working when I drag the Blueprint which uses that mesh as a PoseableMeshComponent, which I need to make manual bone transformations.
Do you know any reason for this collision not happening with PoseableMeshComponent? Here above some screenshots of basic setup, UE4 version: 4.5.1
Adding the component in the BluePrint
Choosing the SkeletalMesh
To fix that I choose to use AnimationBlueprint. First because I can use the SkeletalMeshComponent within the classic BluePrint (so Collision is working) Also because, as stated in the documentation, AnimationBlueprint is anyway the right way to go for Bone manipulation. That said, I'm just wondering now which is the best place to handle things like sound logic. Indeed when the bone is moving then a sound is triggered but I can trigger it either in the classic Blueprint, which contains the pawn sensing, the audio components, the skeletal mesh and so on...or in the event graph of AnimationBlueprint. Both gives me the same expected result. Maybe is't better to do that in the classic Blueprint and let only "animation stuff" happens in AnimationBlueprint.
answered Nov 16 '14 at 03:18 PM
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