[4.19] Per Poly Collision Not Animating for Skeletal Mesh Components

Dear Epic,

I am unable to make skeletal meshes use per poly collision in 4.19 other than the reference pose after upgrading from 4.18.

I have set the per poly collision flag

  1. in the mesh asset
  2. In the skeletal mesh component that uses the mesh asset

I have collision in the reference pose, but as soon as I move a bone, the collision is out of sync, it is still reference pose even though the animated position is dfferent.

Is there some extra step now required in 4.19 to animate the collision?

Or is it a bug?

#Repro

Use any skeletal mesh asset

Create an Animation BP and change the position of a bone

Set per poly collision at the mesh asset level and at the skeletal mesh component level.

Ensure you also set it again when you place in the Level Viewport since it wont keep the flag from the BP of the actor, you have to Re-set the flag to true ( Unreal Engine Issues and Bug Tracker (UE-52879) ).

Check out collision in reference pose to make sure it is working at all

Then change animated position of a bone on key press (Level BP, get anim instance, cast to your anim bp, set ptich or something etc) and notice the collision doesn’t match / doesn’t update.

#Engine Code Fix?

Is there an engine code fix I can implement for this?

#:heart:

Rama

Hey Rama,
i got the same problem, hope they will fix it soon !

CryZENx~

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

I already reported the issue before making the answerhub :slight_smile: :slight_smile:

I’m also experiencing issues with collision on animated sk meshes, not sure if its the same problem tho.
If having an animated door for example, setting it to some framerate when placed in the world (having the door open), the collision state is wrong and there will be collision even though the door is open.

This does not happen when playing in the editor, but in packaged shipping builds…
: /

#4.19.1

This was resolved here:

Hey I´m running 4.19.1 still having the issue