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Physics handle not grabbing specific parts?

In our game we set up trigger actors attached to several sockets of our bipedal skeletal mesh component. When a player clicks these triggers and drags, a physics handle is set to grab that trigger's skeletal socket parent and move it around.

We are trying to recreate how the phat editor interacts with a skeletal mesh object where you can grab different individual parts of the mesh and move them around freely.

Our problem is that only one of the trigger actors works close to what we want, the torso area. While grabbing the torso you are able to move the whole mesh around and it flops like it is supposed to.

Grabbing the feet or arms and moving the mouse will cause it to very, very slightly jiggle, but never move freely. It looks and feels as if it is being 'weight down'. We have gone into the properties and reduced the weight and mass to nothing and turned off gravity with no success. The weird thing is that grabbing the thigh (between the foot and the torso) seems to have more movement than the feet. Same goes for the upper arm. The best description for what feels like is going on is that as you move out from the torso it feels 'heavier'.

I should note that changing the weight in the phat editor DOES affect how the skeletal mesh is moved around within the regular editor (lighter moves around more, heavier moves around less).

Possibly related issue: Grabbing the torso moving the mouse will lift it properly but unlike the phat editor while you are holding it up it will slowly 'slip' down like it is being lowered on a string.

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asked Feb 17 '15 at 07:56 PM in Using UE4

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SlapFactory
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avatar image viperld Feb 19 '15 at 03:16 AM

I'm having the same issue (I think).

My physics handle in game just does not pick up skeletal meshes well. They seem to be heavy?

Having a hard time getting the same behavior as the phat editor.

avatar image GSamurai Nov 13 '17 at 01:05 AM

I just want to bump this, I'm also trying to attach a handle to the default mani mesh, and though the handle is grabbing and releasing the static mesh, the skeleton seems to be too heavy and rubberbands around the map

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