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Physics asset stretching problem

Hi :) I want to create a simple physics asset for simple "T like" fbx mesh. Everything works fine with one side bone, but if i am adding body for the second bone - mesh stretches terribly. I tried: - Tons of physics asset setting, moving constraints, bodies, changing scale, creating new etc. - Changing mesh origin program (Blender to 3ds max) - nothing (I am importing and creating skeleton with the mesh). Can you help me solve this please?alt text alt text

Product Version: UE 4.20
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asked Apr 22 '19 at 12:55 AM in Using UE4

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kfkdjdsk
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Solution found: Create 2 connected "root" bones. Physic type of the first set to kinematic, second - to simulated, and lock all angular limits on constraint of the second. Then add "branches".alt text

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answered Apr 22 '19 at 03:34 AM

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