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Physics asset has faulty behavior after scaling skeletal mesh on import in UE4 - not created taking scaling into account?

The physics asset has faulty behavior after scaling the skeletal mesh on import (Import Uniform Scale) in UE4.

FBX files here

To see normal physics asset behavior:

  1. Import blender001scale.fbx, importing animations.

  2. Open the generated physics asset. It has a reasonable number of physics bodies, for the feet, hands, legs and arms.

  3. Press Simulate, it should look normal.

  4. Try scaling a physics body, it should work, you can make it smaller or larger.

  5. View the imported animation, it should look normal.

To see faulty physics asset behavior:

  1. Import blender1scale_FBXAll.fbx, importing animations.

  2. Open the generated physics asset. It has four physics bodies, one for the pelvis, one for the spine_02 bone and two for the upper arm bones. This is fewer than expected (see above).

  3. Press Simulate, it simulates but looks very stiff because of the lack of correct physics bodies.

  4. Try scaling a physics body. It snaps into place and becomes huge. You cannot make it small enough to fit the character. Also notice that the autodetected MassInKg numbers are super small. 0.000832 kg vs 13 kg in the other physics asset.

  5. View the imported animation, it should look normal.

It seems like the physics asset is not created correctly for a character imported with Import Uniform Scale set to something other than 1 on UE4 import.

The blender1scale_FBXAll.fbx character is tiny from the beginning (when importing with 1 scale), but when imported with Import Uniform Scale set to 100, shouldn't it be the same as the working blender001scale.fbx? Especially since the only thing not working is the physics asset, animations work as expected.

Product Version: UE 4.16
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asked Jun 07 '17 at 02:25 PM in Using UE4

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cyaoeu
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