After scaling bone (using both animation blueprint and hide bone by name) collisions from phys asset are still there.
I want to shot out head and I can hide the bone, spawn head mesh and attach some gibs but collision for head is still working… anyone know how to disable them?
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Hello,
it is possible to give PBO option as a parameter to HideBoneByName( FName BoneName, EPhysBodyOp PhysBodyOption ),
but if I take a look in the Engine-Implementation it doesnt do anything:
From “Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp”: