Import custom physics from static mesh to physics asset has wrong scale
I have a skeletal mesh of a bus. To use custom physics assets I imported the mesh as static mesh too. The Static Mesh imported the convex physics objects successfully (The "UCX_*" meshes). Then I tried the "Copy Collision from Static Mesh" Button in PhAT. The convex objects copies successfully but with some issues:
UE 4.9.2 Launcher Version
I have entered a feature request for an option to scale your physics mesh more accurately than the scale tool.
The ticket number is UE-22598.
I will keep you up to date on this tickets progress.
answered Oct 26 '15 at 01:57 PM
The feature to manually edit primitive data in PhAT was added recently in CL 2914743. It should be release in 4.12.
answered Mar 18 '16 at 02:53 PM
Tom Sarkanen STAFF
Hi again. :) I have found a work around for this issue that may be helpful. Only thing is I am using Blender 3D, not Max.
I was having exactly the problem that User37337 was having - that of a massively upscaled custom UCX when brought into the PHAT editor - experienced all the symptoms he described.
I was able to solve this issue by changing the Export Scale of the Target Skeletal Mesh from 1 to 0.01 and scaling the actual skeletal mesh up 100x inside Blender 3D. After then reimporting the Skeletal Mesh, creating a new Physics Asset for it and copying the custom UCX collision from a static mesh, the UCX collision was brought into PHAT at the correct scale, solving the issue.
I suspect the original problem was caused by PHAT reading the bones in my Skeletal Mesh as 100x too big. Scaling down the skeletal mesh in the FBX exporter (while scaling up in Blender) I was able to correct the bone size, while maintaining the correct skeletal mesh size.
Hope this is helpful. :-)
answered Mar 31 '16 at 09:46 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here