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.