bSimulatePhysics on spawned SkelMesh makes it explode

I’m trying to setup a destructible object using simulated SkeletalMesh. I’m not using APEX destruction.

The problem is that when I spawn SkeletalMesh and set bSimulatePhysics on it - all chunks that form it are being spawned in the actor origin, making them explode in different directions (screenshot below)

I’ve tried:

  1. set small delay right after spawn, but before bSimulatePhysics. RESULT - no issues
  2. checked my physics asset and collision settings on actors.

everything seems to be fine, when bSimulatePhysics is not enabled the same frame when SkelMesh is spawned, i.e. there is no issue when placing actor manually

I was able to reproduce this bug in Content Example project using Physics test map. It also seems that this bug was already present in earlier versions of UE - link text

Steps to reproduce:

  1. Spawn Skeletal Mesh Actor and Set Skeletal Mesh
  2. Set Simulate Physics
  3. Hit Simulate or Play - you will notice that mesh will get wrong bones transformations on the start of simulation

Hello,

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Thanks

Our developers have found a temporal workaround. They forcibly call RegisterComponent right after setting the Skeletal Mesh asset