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Making physics based animation work with side stroller template

I’m trying to add physics based animation to a simple project created from the side-scroller template. I was reading the documentation found at https://docs.unrealengine.com/latest/INT/Engine/Animation/PhysicallyDrivenAnimation/index.html and based on it I changed the side scroll-er character blueprint to contain logic for enabling physics:

alt text

When I hit play I can see the wires firing off from EventTick and going all the way to setting blend weights on bones, but physics simulations are not blended with animations. Nothing I did so far triggered physics.

Product Version: UE 4.8
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asked Aug 11 '15 at 11:27 AM in Blueprint Scripting

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avatar image CrHasher Aug 11 '15 at 02:14 PM

Reading the documentation carefully I saw this note:

Skeletal Meshes are used in this example for overall simplicity. The same techniques can be applied to a Character or Pawn, simply by utilizing the Set All Bodies Simulate Physics and Set All Bodies Below Physics Blend Weight nodes within the Animation Blueprint's Event Graph, rather than on a simple Blueprint Actor's Event Graph, as we do in this example.

So I moved logic for enabling physics blending to the animation blueprint, but now I have a few questions see image: alt text

avatar image CrHasher Aug 12 '15 at 07:12 AM

Made a cast from Pawn Owner to SideScrollerCharacter to get the mesh mut still no luck: alt text

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