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;
		RebuildVisibilityArray();
	}
}

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?

Thanks.

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?

-.

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.

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.

-.

Sorry for the delay.
Just shoot to the yellow box and press e, all chunks will gone but the collision won’t.

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?

-.

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.

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.