Skeletal mesh overlap broken when scaling
We have an issue that can be easily reproduced in the VR test scenes (see demo video) :
We added capsule and convex colliders on the default VR mannequin hand to allow more precise collisions and overlaps. The collisions work fine on both the left and right hand, but overlaps are broken on the left hand.
Some investigation in the provided VR "BP_MotionController" showed that the left hand is created like the right hand but with a "-1" scale on one dimension. It is perfectly understandable that having a non-uniform scale could break the capsule collisions (making them skewed), but it shouldn't happen with convex collisions and it should not be a problem with a simple symmetry ("-1" scale).
The test scene shows that on the left hand, the colliders seem to have the correct size and origin, but they rotate around their origin in a very weird (although not random) manner depending on the orientation of the hand.
In the meantime, is there a workaround to get correct overlaps from the scaled skeletal mesh ?
OR this should work but it's harder to see what's happening
Thanks for your help !
Thank you, I've created a bug report for this behavior viewable at:
As a workaround - it may be possible to use collision components created inside of the blueprint instead of relying on physics asset based capsule collision.
answered Jan 09 '18 at 09:25 PM
Alex O ♦♦ STAFF
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