Vehicle wheels fall off upon re-enabling physics
A Wheeled Vehicle's wheel meshes will fall off if the vehicle (or more specifically, the root, which would be the vehicle skeletal mesh) is not currently simulating physics, and you decide to Set Simulate Physics to true (while playing / at runtime).
I originally found this problem toying around with a vehicle I made within the 4.8 version of the "Vehicle Advanced" template, but I've found this also happens with the vehicle in the 4.9 version of the "Vehicle" template.
Steps to easily see this behavior are as follow:
I've messed around with plenty of settings within the vehicle blueprint itself, the animation blueprint for the vehicle, and the physics asset the skeletal mesh uses. However I wasn't able to pinpoint what exactly is going on here. Here are some of the things I've tried, and some of the things I've noticed:
Is there any way of fixing this so that when you re-enable physics for the car, the wheels will continue to animate correctly? It would be nice for situations like attaching the vehicle to something in order to transport it somewhere, and then detaching it and allowing it to drive again. Any help with this, especially identifying if this is a bug or not, is much appreciated.
asked Oct 18 '15 at 03:40 AM in Bug Reports
Did you try changing 'PhysicsType' on those bodies from PhysType_Default (which means it will be whatever the skeletal mesh component is set to) to PhysType_Kinematic (which means it will not simulate, even if the component is told to)?
answered Oct 20 '15 at 08:34 AM
I believe this is a bug and have reported it as such. It is possible however that Simulating Physics off and on at runtime is something that is not supported at this time. It will be discussed and I'll update this post when any updates have been made. For your reference, the bug number is UE-22350.
Have a nice day!
answered Oct 19 '15 at 08:55 PM
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