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HideBone won't modify collisions

In SkinnedMeshComponent.cpp, line 1688:

 void USkinnedMeshComponent::HideBone( int32 BoneIndex, EPhysBodyOp PhysBodyOption)
     if (ShouldUpdateBoneVisibility() && BoneIndex < BoneVisibilityStates.Num())
         checkSlow ( BoneIndex != INDEX_NONE );
         BoneVisibilityStates[ BoneIndex ] = BVS_ExplicitlyHidden;

It have PhysBodyOption, but it won't do anything about it, which meas, HideBone won't disable or release any collision bodies.

It may has been reported as UE-19860, but still not fixed.

Any plans to complete this function?


Product Version: UE 4.10
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asked Mar 24 '16 at 03:29 AM in Bug Reports

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Hey wdhwg001,

UE-19860 is currently backlogged, but I will add this post to the info contained in the bug. Is there any reason PBO-Terminate won't work for your purposes?

-Matt W.

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answered Mar 24 '16 at 08:30 PM

avatar image wdhwg001 Mar 26 '16 at 05:42 AM

It simply didn't handle PBO at all. For example, you cannot hide/release collision of a destructible chunk using HideBone, because in SkinnedMeshComponent, HideBone just directly ignores the PBO param.

avatar image Matt.Williams Mar 29 '16 at 08:36 PM

Any chance you could attach an example project showing your setup?

If you'd rather send a project privately, you can PM me a link on the forums.

-Matt W.

avatar image wdhwg001 Apr 04 '16 at 02:07 AM

Sorry for the delay. https://www.dropbox.com/s/mh06hm93c8ge3s2/Debug.7z?dl=0 Just shoot to the yellow box and press e, all chunks will gone but the collision won't.

avatar image Matt.Williams Apr 04 '16 at 06:58 PM

Hey wdhwg001,

I've gone ahead and entered UE-29051 for this issue. In the meantime, is destroying the actor not an option for you?

-Matt W.

avatar image wdhwg001 Apr 05 '16 at 12:34 AM

Sadly it isn't. Actually I want to destroy/hide only parts of one destructible. I've also tried to release PxShape or PxRigidBody, but both of them results in crashes.

avatar image Matt.Williams Apr 05 '16 at 04:04 PM

That's what I figured you were trying to do. Unfortunately, other than stopping the simulation and then disabling collision, there isn't a workaround.

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