Does toggling Simulate Physics mess with PhysicalAnimation component, in packaged builds?

Greetings,

I’ve tried to follow the training stream for the 4.13 PhysicalAnimation component to get a bear flopping around when you grab and toss it in VR. Works great in the editor, but in a packaged build the object seems to just hang in the air when I try to let go of it with my Vive controller. I feel like this may have something to do with the way our game turns Simulate Physics on/off for an object when attaching/detaching it to the controller to grab/drop it. Per the stream’s instructions, the teddy bear’s BeginPlay event sets up the SkeletalMesh component of the PhysicalAnimation component to the bear’s before calling the apply-profile and set-all-bodies-below-sim-physics nodes.

Since I have to set the simulate physics in this special way on start, does it no longer remember these settings if I’ve toggled the simulation as a whole with those grab/drop Set Simulate Physics calls? (And so, just need to call Set All Bodies Below again, I’d presume–would test this but I’m away from the hardware right now.)

Any help would be much appreciated,
Ben Gibson

Hey Ben,

As far as I’ve tested, yes it does. Would you mind showing me your setup?

Thanks for replying, ! It turns out the problem had to do with the way UE4 maintains its physics between the parent and child (specifically when the parent was set to None in an attempt to hide it and use the SkeletalMesh instead, or in the way that a child detaches itself from its parent when the child’s physics sim activates), and not the packaging/physicsanim component. Took a little time to understand the distinction between Enable Gravity and Simulate Physics (what happens to the former when the latter turns on/off), as well. But insofar as the new physics profiles are concerned it did remember the profile after toggling its simulation.

Regards,
Benjamin D. Gibson