When a skeletal mesh is a child of a mesh, and it's PhysicsBody is checked on Block. The child skeletal mesh breaks the actor, when the parent mesh goes in to ragdoll

I’m not sure if this is a bug, or if I didn’t set the ponytail up correctly.

I have a ponytail working dynamically when the actor runs around; but when the actor dies and goes in to ragdoll. The actor moves around in an erratic fashion. I set the ponytail up in blueprints. The ponytail is a skeletal mesh, that’s parented under the mesh. It’s using a socket from the parented mesh. I narrowed it down to this one parameter. Whenever I check PhysicsBody to Block. The actor breaks. I’ve taken out all the node instructions from the Event Graph, and had a non-moving ponytail; but this still causes the actor to move erratically. I believe it’s the Block flag on PhysicsBody that’s creating the problem.

Is there a fix or work around for this? Any recommendations would be great. Thanks :slight_smile:

Here are some examples.
This is a vid of the actor without a ponytail. The ragdoll works fine.

This is a vid of the child skeletal mesh checked with PhysicsBody to Block.

Hi artdabbler,

I believe you are correct in regards to the block channel. Because your ponytail asset is clipping the main body of your character, it causes the two physics actors to react with impulses. If, when you ragdoll your player character you set the channel of your pawn to ignore within your ponytail using the “Set Collision Response to Channel” node, then set it back to block when your character is standing normally, it should prevent this from occurring.

That totally worked! Thank you :slight_smile: