Physics Actor dropping to ground when attached to character

in 4.2.1 - I had a Dinosaur character with a separate tongue skeletal mesh/physics body.

I attached them together using a physics constraint in component section of blueprint. This worked perfectly. dinosaur could run forward and tongue would follow, simulating physics too. It acts as one solid mesh, following animations etc.

In 4.3 - 4.5.1 , tongue instantly snaps to origin of character and does not follow. This is using exact same settings as 4.2.1

I have tried workarounds, such as using “Attach to” node via construction script, which showed same results. I also tried same thing but via event graph instead - same behavior.

Hello, Kenomica!

We’ve found this bug on our end, too, and we’re working on it. We’ve got a fix, and fix should be in official 4.3 release - if you find that this bug is still happening, then please post again and we’ll take another look at it.

Thanks for your patience,

Jonathan Dorman

Thanks for update - glad to hear it.

With release of official 4.3 - I was very sad to see that this issue is still in existence.

constrained object still drops to ground as it did in 4.3 preview (works perfectly in 4.2.1)

It’s still not working? That’s odd…

I’ve got a record here saying that you edited your post saying that issue was fixed, then edited it back. I assume that means it’s not fixed after all?

I’m trying to reproduce your bug so that I can either find a workaround or more accurately report bug (to get it fixed!) but I could use some more details about situation. I can attach skeletal meshes to animating skeletal meshes without any problem in 4.3, which means there’s something more complex involved.

Yes, I thought it had fixed - but sadly as soon as I enabled physics simulation it didn’t work - it just fell to ground oddly.

Basically, I have a dinosaur character blueprint, main skeletal mesh is dinosaur. tongue skeletal mesh is a child of dinosaur, which I attach using sockets (either using a physics constraint or construction script “attach to” node) which worked perfectly in 4.2.1.

They both have physics assets.

tongue is set as a physics body and simulated physics is on (as effect I’m going for is a lolling tongue similar to a dog)

If I turn physics off, tongue follows perfectly, as it has attached - but obviously it does not simulate physics.

If I turn physics on, tongue drops to floor.

Thanks for reply, hope that’s enough information to help you reproduce.

Hey, sorry for silence, I’ve been busy. Are you still having this problem?

Hi, sorry to bump into this thread but just wanted to say that I’m having this problem. It seems that whenever character BP receives input from player physics asset just drops to floor. I used a timeline in a separate BP to move a mesh with another physics mesh constrained to it and that all works fine.

I think this might be a different problem - Kenomica isn’t using any player input for his (adorable) dinosaur. It might be best to make another thread with your question - it’ll be more visible and more people can look into it that way.

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Ok cheers will do :slight_smile:

No problem, I know you guys have a lot to do.

Yes, problem still persists.

I’ve tried construction script method, event graph and physics constraints. All work same way. Tongue just drops to floor.

I’ve also tried using parent sockets to place tongue in correct place, as well as having it placed at origin (having blueprint snap it in to place on run or construction) - still same. It just drops to ground and dinosaur continues to move forward.

Now, I tried changing constraints to see if that had an issue and it caused a crash which may have corrupt my whole project (I REALLY hope not)

Question for that issue posted here: HERE

I’ve got a guy at office here working on a similar situation with a broken physics constraint. Trying to figure out if there’s a relation between his situation and yours.

If you don’t mind, can you maybe set up a keypress to attach tongue during runtime? What my coworker is seeing is that first time he applies an impulse to constrained object, it falls to ground. Every impulse after that works normally. Maybe if you can apply constraint after it falls to ground, it’ll work?

Sounds like a good place to start. Hopefully I can access my project and test it out. I’ll let you know results.

Looks like this issue is on 4.4 preview too: someone else can confirm?

Hello, acallado.

Are you having same problem as Kenomica? If so, please make a separate AnswerHub post and we’ll try to get you sorted out. That may help us find solution to Kenomica’s issue as well.

Hi, Jonathan.

I’m trying to confirm it myself here first, before I tie you guys up for nothing.
Thanks for prompt answer!
Cheers

Hi, Kenomica.

We haven’t heard from you in a while, so we’re marking this post as resolved for tracking purposes. If this issue is still a problem, respond to this message and we can get back to work on it.

Thanks,

Jonathan

Hey, I appreciate continued support and understand I was away for a while. I had computer issues which resulted in me losing animations, rig, tongue etc - so I didn’t get around to trying things again.

I’ve now re-rigged and re-animated dinosaur and tongue - and I am now using 4.5.1 - sadly same issue still occurs!

Okay, let’s just cut middleman here. Can you send me a stripped-down version of project with mesh/animations/etc necessary to reproduce error? Just upload it to google drive/dropbox/ and privately send link to me on forums. We’ll get to bottom of this.

Thank you. I’ll send link now, there will be a few blueprint link errors since I’ve migrated problem meshes to a new project and deleted any unnecessary items.