Physics Constraints - Cant change associated skeletal mesh

Hi !

I’m currently working on a custom car model inside UE, and so far so good :slight_smile: The thing is, my wheels are created in construction script, with Physics Constraints for rolling, and if needed, steering (If the wheel position is greater than 1, then they should steer). It working great with my default car mesh, but if I create a child of my class & try to change the car skeletal mesh, the wheels are no longer attached to the body, and I get an error for each wheel saying “Couldn’t find bone None for ConstraintComponent /Game/Maps/XXXXXXXXX.NODE_AddPhysicsConstraintComponent-X_X”. The wheels have the correct position in X/Y/Z, but around the 0.0.0 (Let’s say, if my wheels are supposed to have 80cm from the center of the car, well they are in +80/-80, but around World Origin, not Car Origin)

When things get weird, is that if I change my default skeletal mesh (The one with wich the system works) to something else, it works ! So it’s not coming from the mesh itself, and I must say I’m a bit stuck here…

If anyone can help me, thanks in advance ! :slight_smile:
Have a nice day !

PS: I forgot to say it, but the physical constraints does not constraint bones, in order to be able to to N-wheeled vehicle. And with the default mesh I use, no bones name are feeded in the Bone Name 1 & 2…

A picture is worth a thousand word they say, so here are TWO ! :slight_smile: !
This is before I press play or stimulate or anything else. The closest car has the default Skeletal car mesh, and the BMW is supposed to be the child one.

And this is after I do anything to enter a “Playing” mode. As you can see, the wheels are correctly placed, but around 0.0.0, and the car cant drives, since the Physics Constraints are not linked to it.

Weird thing is, if I import the BMW to be the default skeltal mesh, the Master Car (Closest one) will work, but same problem with any child : I cant change the mesh.

Hi again.
So, hum, not much progress. Still hoping someone can help me on this one, otherwise the entire project is useless since you can’t change car body…

Here is a little video showcasing the problem : - YouTube

I really hope someone could help me on this one ^^’

EDIT #01: Okay, so, after further investigation, the body of the child vehicle does not enter in Physical State (if I can call it like that). Let’s say I put the original car up in the sky, and the one I’m trying to integrate now, well the orignal will go to the ground according to the gravity force, but the not new one, despite the fact that they share the same settings for everything… Anyone have an idea ?

Final post on this and marking as solved. I’m just a big f****** idiot.

Explaining what was wrong, in case anyone find himself in the same situation. My setup need a Physics Asset Override in the advanced panel of your Skeletal Mesh Physics (Little Arrow at the end of the panel). Well guess what ? It was set to the default car body. You have to change it (or make a series of node in the Construction Script to change it for yourself).

Solved, sorry for multiple post and inconvenience.