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Animation Sharing Plugin Removes Collision

I set up the new Animation Sharing system and have it working. However, the skeletal meshes that are now using the system now have their collision removed and I'm not sure why. I have dug into the source code and I can't find the reasoning.

For example, I have an enemy. Normally, I can shoot the enemy mesh's limbs. With Animation Sharing enabled, the mesh no longer has collision and can't be shot.

This is stated nowhere in the documentation nor does it quite make sense based on my understanding of how the system works. Is this a bug or intentional?

Product Version: UE 4.22
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asked May 30 '19 at 09:38 PM in Bug Reports

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Duddee
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avatar image Jeff A ♦♦ STAFF Jun 04 '19 at 07:09 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

avatar image ZomboJoe Jun 13 '19 at 02:33 AM

I have the exact same issue. All collision is disabled on the skeletal mesh when Animation Sharing is applied to it.

avatar image sjy_unreal Jul 13 '19 at 08:05 AM

Hello, I am glad to find your reply about Animation Sharing Plugin. Now I also get trouble about using this Plugin. I try use documentation, but can't get needed result. Can you give me some help?

I don't know where can i create rules for playing animation (for example, transition between walk and run). It doesn't provide something like animation state machine in traditional Animation Blueprint. In particular,the TransitionAnimBP doesn't have AnimGraph, it only has EventGraph.

Also, I don't know how the stateProcessor work, I can't understand the override way of the function "Process Actor State" in docs.

I have tried to read the C++ source code of the sharing plugin, but i haven't got useful information to make it work fine up to now. I am a C++ programmer in the past and new to UE4 .

We also posted a question here: https://answers.unrealengine.com/questions/901975/view.html

Look forward to your reply, May you have a nice day~

Regards,

Jieyuan shi

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