Mario escreveuWhat version of Unreal Engine are you using? The issue with "create collision" is known and a bug in UE4. We can not support freely deformable collision shapes based on attachments precisely because UE4 will generate new physix meshes everytime we change the vertex data, which is not something we can change on our end.
The only workable solution so far is to create custom collision shapes and use the bone follower component to drive their location.
I am using 4.27... Thank you I understand that solution by myself. But you need to say this in your plugin info page, sorry if i didnt see it, since its a serious problem. Your script creating a procedural mesh for each frame and In my case 1 mesh is 22 kb. After few hours of working, your script filled my gigabaytes of empty space with this procedural meshes. Inside the derived data cache folder in users/ app/ local
So do you have any road map or a plan to fix this problem? I made your solution, but this doesnt work in some cases such as where character bends and strecthes. And more important, its a lot of work.
I am not c++ coder but If you say its unreal engine's problem what are you thinking about this?
https://youtu.be/PBnvJROQOqc