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Attempting to move fully simulated skeletal mesh error

This error keeps spamming my message log.

I've narrowed down the source of the problem to something within the ragdolling. Basically when the player dies he ragdolls, but after that movement is no longer updated even after un-ragdoll.

This is using the Advanced Locomotion System off the marketplace. I've tweaked and added quite a few things, but nothing that should've affected ragdolling. I should also mention this only became a recent problem and was previously working perfectly fine.

I re-targeted the system to a new character succesfully but apparantly something is still missing or was changed?

This question should probably also go in that thread too but forums are down right now.

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Product Version: UE 4.16
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asked Aug 23 '17 at 04:40 AM in Blueprint Scripting

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Jimonions
37 10 14 21

avatar image Reinhardius Oct 23 '17 at 01:26 PM

Hey, i have the exact same problem, did you yet find a solution ?

avatar image Tiago Binz Oct 27 '17 at 08:35 PM

Exact same problem too

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3 answers: sort voted first

In the physics asset tool you must add a rigidbody to the root bone and set it to kinematic. Then, go to the constraints in the pelvis and unlock its translations. That should do it.

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answered Nov 18 '17 at 01:18 PM

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Tiago Binz
41 5 4

avatar image Omnisir Games Nov 19 '17 at 09:49 AM

Thanks! Resolved

avatar image TristanPiejn Mar 09 '18 at 09:34 PM

WHere do you add the rigidbody?

avatar image Khaliszt Mar 10 '18 at 11:39 AM

Inside the Physics Asset editor (as of Unreal Engine 4.18), right click any bone and you'll be able to add/replace bodies.

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I already solved the problem. It's because the translations of the pelvis in the physical asset needs to be set to be unlocked. Check the physical asset of the locomotion systems character and you will see what I mean.

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answered Oct 27 '17 at 11:42 PM

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Reinhardius
6 1 1

avatar image Omnisir Games Nov 16 '17 at 05:31 AM

I don't get it, can you explain yourself please?

avatar image Todd.Vance Dec 15 '18 at 04:33 AM

I think I fixed it by going to the physics asset for the mannequin, finding spine_01, and under that the spine_01: pelvis constraint. Then, in the Details panel on the right, in the Linear Limits section, change all three axes from Locked to Limited, and set the limit to 10. (I tried Free first, but then shooting the character broke it in half.) I need lots more testing before knowing if this stops that warning message.

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In the physics asset tool you must add a rigidbody to the root bone and set it to kinematic. Then, go to the constraints in the pelvis and unlock its translations. That should do it.

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answered Nov 18 '17 at 01:18 PM

avatar image

Tiago Binz
41 5 4

avatar image Khaliszt Mar 08 '18 at 06:10 PM

I can say a few months later that this still works just fine! Solved my problem!

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