Skeletal Mesh component suspended in air

I’ve recently got a mesh that I want to use physics collion with. Currently I have a working physics asset and I can spawn in game and it looks fine.

For some reason the mesh seems to be suspended in the air. I’ve set it up like so:

SetCharacterMesh(CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P")));
	GetCharacterMesh()->bCastDynamicShadow = false;
	GetCharacterMesh()->CastShadow = false;

	SetRootComponent(GetCharacterMesh());

	// Create a CameraComponent	
	FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
	FirstPersonCameraComponent->SetupAttachment(GetCharacterMesh());
	FirstPersonCameraComponent->RelativeLocation = FVector(0.4F, 42.0F, 174.0F);
	FirstPersonCameraComponent->bUsePawnControlRotation = true;

I’m not sure if the issue is with the meshes collision or how I’ve set it up. All I want is the mesh component to be the root, with my skeletal mesh.

As I have never used a physics asset before I’m assuming it’s something I’ve missed or incorrectly set up.

Currently I’m using the maniquin model from the third person starter set.

So I put it back to using the Capsule as the RootComponent and it’s fine but I still don’t want this, as I need the skeletal mesh to dectect hits on a per bone basis.

Does anyone know why it’s not working or ifit can’t work with just the pyhsics asset?

Keep the Capsule. You can do per Bone Collision test separatly. Just make sure whatever performs the hit test ignores the Capsules Collision Settings =)