Physic asset : probleme with bones attached to mirrored bones

Hello everybody !
I have a very simple skeletal mesh made with 3ds max.
The left legs are a mirrored version of the right legs.
When I try to build the physic asset, every bones that are not mirrored works nicely.
the mirrored bones attached to on mirrored bones are good too.

But the second segment of the left legs (or antennae), witch are attached to mirrored bones teleport themself as soon as I launch the simulation.

254233-fourmi-phasset.gif

there’s something really strange too : The physic body react and detect collision as they are in the right place but the bone (and the physic body linked to it) has some sort of offset.
I’ve already see this sort of thing with a skeleton that have some scaled bones…

How can I correct this ?
I can remake the skeleton and reset every scale on the mirrored bones but I can’t understand why I can’t use mirrored bones in physic asset… I never had this problem with UDK…

Thank for your help :slight_smile:

EDIT : This is what I mean when I speak about the offset of the body meanwhile the collision are deal with in the good spot :

1 Like

Hi JoGoiA,
I am having the same problem using ue5.0. I’m wondering if you have solved the problem and how. Thank you very much for any updates.

HI I also have the same problem now with UE5.