Can I have multiple physics assets on one skeletal mesh component?

I have a character that needs to generate seperate overlap events for the arms and for the torso. Is there a way to do this?

I don’t believe there is a way to do this, you can only add and subtract the number of volumes within one physics asset applied to a skeletal mesh.

Of course, you can.

You can attach as many colder components as you want to any actor.

You will need to add sockets on your skeletal mesh to make the colliders move with the character animation but this is not that hard: https://docs.unrealengine.com/en-us/Videos/PLZlv_N0_O1gbwdyIm78w42fZ1t8dDClsI/DyPq1-JGMKY

I am not sure what your end goal is here but you can also use the EventHit which will return a Hit result structure which has the name of the bone you’ve hit like “head”, “lowerArm” etc.and separate your logic from that point on.

Happy coding :slight_smile: