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Slave Skeletal Mesh not following Master Pose Component's ragdoll properly


My game has a pickup system where the player can get new items during gameplay (like boots).

I read that the best approach to make the new skeletal mesh follow the player's is to use a Master Pose Component. The boots skeletal mesh follows the player perfectly, except when he simulates physics (ragdoll). Here is my setup: alt text

It looks great until I set the player to simulate physics. When he returns to normal, the boots follows the body again. alt text

Thanks, Dan

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asked Nov 19 '14 at 12:24 AM in Using UE4

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avatar image DanZaidan Nov 20 '14 at 12:05 PM

Also, I should add that both skeletal meshes are using the same physics asset.

avatar image MaxSMoke777 Jun 21 '15 at 02:03 PM

Where on EARTH did the Set Master Pose Component go? I can't see to get it to come up no matter what I did. It's like it's not there anymore.

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I had the same issue with mine, but it caused crashing instead. Whatever meshes are set to a master, you gotta make sure only the master has a Physics Asset used on its Skeletal Mesh, and no others use one. The slaves inherit the master meshes physics it seems which I thought was pretty ballin

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answered May 10 '15 at 06:28 PM

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Grayve Rose
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