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Physics Asset not properly Self Colliding


We're having an issue regarding the self collision and angular limits of Physics Assets.

The physics assets in our project have self-collision while simulating in the Physics Asset Tool, however in-game when ragdolling, the physics assets no longer appear to have any collision or angular restrictions.

There is some dynamic mesh, animinstance, and physicsassets being set to the actor at run-time - do any of these require some sort of initialization function or such to be called to make sure the physics bodies are properly initialized/colliding in-game? We have also already tried bForceReInit to true on the SetPhysicsAsset, but this had no effect.

Through testing we are relatively certain it's not the mesh, or the specific physics asset. The physics asset seems to be getting applied to the mesh as using different physics assets seem to affect the ragdoll, but self-collision and angular restrictions appear to be missing.

Thank you for your time.

Product Version: UE 4.9
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asked Sep 04 '15 at 01:57 AM in Everything Else

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