Hello, I have a problem where my two meshes do not sync properly when I enable physics on a master component.
When I am playing animations, two meshes are perfectly in sync - their world position and anim frames are an exact match. However, when I enable the physics and the master mesh falls down as a ragdoll, weird things happen. The master mesh falls down and adjusts on the ground correctly. The slave copies the ragdoll transforms exactly, BUT it is hanging in the air weirdly.
To give you a simple idea of what I’m doing: (comp is the master component, HitResult.Actor is the actor that has the master component.
USkeletalMeshComponent* NewSkelMeshComp = DuplicateObject<USkeletalMeshComponent>(comp, HitResult.Actor.Get());
NewSkelMeshComp->SetMasterPoseComponent(comp);
NewSkelMeshComp->RegisterComponent();
NewSkelMeshComp->Activate(true);
Help is appreciated.