Physic Asset bug

After import a skeletal mesh the generated physic asset is unusable(wrong positions and wrong collisions).Importing the same file in 4.13 and migrate in 4.14 solve the problem.Video

Hey renderboy,

Can you send along your FBX? I’d like to take a look at the mesh as I’m not seeing this issue with any of mine.

Hello .Williams,
Importing this FBX and trying simulate PhysicAsset in default setting, it’s ok in 4.13, in 4.14 it does not work well, migrate from 4.13 and it works well even in 4.14…exported by 3dsmax 2014, FBX version 2014.0.1link text

Hey renderboy,

The physics asset created from the fbx you sent is the same in 4.13 and 4.14. I noticed it’s not the same one as your video.

Most default physics assets are only usable for collision purposes, but require a lot of manipulation to be usable for physics simulation. This type of behavior is expected.

Really? So my 4.14 installation is corrupt, this is very strange, I have the exact same problem on both my pc…I know that physics assets require a lot of manipulation but the problem was evident even in default(in my 4.14 manipulate is impossible).I will try to reinstall 4.14.
Thanks

Hello .Williams,
I have solved unchecking “Convert Scene Unit” in FBX Import Options, checkbox absent in 4.13 and checked by default in 4.14…

Thanks anyway

Hey renderboy,

I re-opened this and converted your comment to an answer so other users can see this in case they run into the same issue. If you’re modeling in a unit other than centimeters, I would suggest switching as it will help avoid issues that tend to come up when rigs are made in other scales.