Won't fix due to introducing additional complexities which aren't a current engine priority to address.
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.
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
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
I am not able to find world outliner how to enable it?
Head over to the existing Questions & Answers thread and let us know what's up.
6 |
Component | OLD - Anim |
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Affects Versions | 4.10.2, 4.11 |
Target Fix | 4.14 |
Created | Feb 17, 2016 |
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Resolved | Aug 23, 2016 |
Updated | May 18, 2020 |