cloth seems broken while using physicConstrainComponent
I have a character using paragon shinbi from ue4 official marketplace whose hair and cloth is physics driven as you known. In my game, I set physics constraint between her and a physics box with no rotation or translation, just like a single object.All I want is to move them as a single body. It almost works, but when they move, shinbi's cloth and her hair looks broken as my screen shot shown.What's wrong with my settings? In my case, the physics constraintcomponent is under my character's capsule component. The capsule component and the box(the box is in another actor) has been set to physicsconstraint, both are simulate physics on. I have set shinbi's capsulecomponent and the box simulate physics on. I add a force to the capsule component to move them; I have set Capsule component and physics constraint component's tickgroup to pre_physics. But it doesn't work. Could someone show some hints to me? Thanks a lot!
asked Jul 31 '18 at 07:59 AM in Rendering
Solved! I set shinbi mesh's tickgroup to TG_PostPhysics, and fixed it.
answered Aug 08 '18 at 03:34 AM
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