Developer Notes

Won't fix due to introducing additional complexities which aren't a current engine priority to address.

Description

Collision pose is not updated on Slave Meshes when using "Set Master Pose Component". This occurs with both Physics assets and Per-Poly collision

This severely effects anybody making characters out of multiple skeletal meshes

Ideally (and more performance friendly) would be to allow a unique physics asset for the slave mesh to accommodate for armor add-ons or the like.

Steps to Reproduce

1. Download and open the attached example project
2. Open the level blueprint to see that the large skeletal mesh is set as the slave component to the smaller Master Component in the level
3. PIE
4. Show collision will be called on begin play, then 5 seconds later, Set Master Pose Component takes effect.
5. Collision appears to disappear on the child mesh
6. Run to the area where the Slave Mesh's arms were in the A pose

Result: You will run into the A pose physics asset collision
Expected: Physics asset updates with the inherited animation

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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Won't Fix
ComponentOLD - Anim
Affects Versions4.10.24.11
Target Fix4.14
CreatedFeb 17, 2016
ResolvedAug 23, 2016
UpdatedMay 18, 2020
View Jira Issue