For early characters, check Lod0/Lod1 (lobby/combat) and bone_body01 & 02 for breasts. The butt weights may vary, using bone024 to bone029 or others.
For recent characters (after patch 2.2), check _h__skm or _skm (lobby/combat), breast_L/R for breasts, and Hip rj 1 & 2 L/R for the butt.
Check the vanilla PhysicsAsset path:
If you're using a custom or modified model, UE automatically generates a default PhysicsAsset. Rename the generated asset to match the name of the vanilla PhysicsAsset. This often happens with early characters, while the PhysicsAsset nomenclature is more consistent in recent ones.
For modded SKM files, physics failures often occur because the system cannot utilize the vanilla PhysicsAsset. Check to ensure that your file has the correct path for it.
Thank you for your explanation. I've checked the weight settings and asset paths, but the physics jiggle still isn't working. The hair physics works when the character walks, but the breast and hip physics remain ineffective.
The range of physical movement is good, but the feeling of movement is wrong. It feels like the chest and body are divided into two parts when moving. This looks very fake. You can compare it with other physical effects in the game itself, and there are quite obvious differences.
You are describing weighing problems that are less governed by PhysicAssets (this mod). The developers did not refine the breast weights for early characters; after all, it's based on a single breast bone, which has its limitations. You may want to try it out and see if those issues can be prevented. (https://youtu.be/aUgEMLQ5rh8?si=WszgSdn22mz3z1uI&t=174)
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