Update of collision mesh for animated skeletal mesh is delayed
What I try to do
To make sure the order of execution is correct I used
It seems that the collision mesh is delayed by one frame. It becomes most apparent when using a low frame rate or small or fast objects. In these cases the line trace does not register a hit anymore, but visually it hits the (rendered != collision) mesh.
When looking at the engine code in
Using collision primitives (e.g. Capsules and not TriMesh) updates properly in the current frame, which is also executed in
When is the updated collision mesh activated in the physics engine? How can I force this update to happen?
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