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turanszkij avatar turanszkij commented on August 16, 2024

Ah yes, I know this bug.

There is a slight problem that I need to find a solution for that makes sense: The physics mesh for soft bodies is created for the mesh in its "non-simulated pose", basically this is the mesh without any physics applied. The soft body physics is modifying vertices of the mesh, so it will no longer will be in the "non-simulated pose". If it's saved in the simulated pose, then when loaded, the soft body will be created again using the already simulated pose and results will be very different and not stable.

TLDR: Never the less, the current state is bad and it will be fixed, I will put a priority on it. For the time being, a workaround is to disable physics (there is an Editor checkbox for this on the right hand side) before loading the scene and saving it.

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CasualDev242 avatar CasualDev242 commented on August 16, 2024

Awesome, thanks. For now I'll just use the workaround you mentioned. Keep up the great work. I'm finding Wicked Engine to be my favorite game engine (UE4 is too monolithic, Unity is a pain to learn).

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turanszkij avatar turanszkij commented on August 16, 2024

Fixed by having the soft body rest pose serialized. The save file size will increase a bit. Soft body shape will be preserved correctly after saving and loading. Let me know if there are issues with this. Thanks for reporting!

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