Description

Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision).

Steps to Reproduce
  1. Open ContextExamples
  2. Open the PhysicsAnimationBlending Blueprint.
  3. Add a new public FName called Bone Name 2, with a value of `b_Head`
  4. Disconnect the current Event Tick execution line.
  5. Connect EventTick to 'Set All Bodies Below Physics Blend Weight' with `Physics Blend Weight = 1.0` and Bone Name 2 connected to `In Bone Name`.
  6. Open the Physical Animation map.
  7. Open the level Blueprint.
  8. Get a reference to any of the PhysicsAnimation Actors in the scene.
  9. Add a new `Space Bar` keyboard event.
  10. Call `Break Constraint` on the Actor's Skeletal Mesh.
  11. Hook the Actor's `Bone Name 2` variable into `Break Constraint's` `In Bone Name` pin.
  12. PIE
  13. Press Space Bar.

Excepted:
When the animation is playing, its head should be fully simulated.
When the Space Bar is pressed, the head should fall off and continue to simulate.

Actual:
When the animation is playing, its head should be fully simulated.
When the Space Bar is pressed, the head detaches but floats around the level erratically.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40632 in the post.

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Cannot Reproduce
ComponentOLD - Anim
Target Fix4.16
CreatedJan 13, 2017
ResolvedFeb 8, 2017
UpdatedMay 18, 2020