Quick answer: Unreal physics asset import skipping the Merge Bones option even when set? Some bone-name patterns confuse the merger - rename bones in DCC before import.

Twist bones bone1_twist, bone2_twist; merge should produce one body each. Result: two bodies per twist.

Rename in DCC

Bone names match merger patterns. bone1, bone1_twist. Merger groups by base name.

Or merge manually

Physics asset editor > select bodies; right-click; Merge. Per-pair work; precise.

Audit per character

Each character has its own quirks. The bone-renaming spreadsheet is part of project docs.

“Auto-merge is heuristic. Heuristics fail in specific cases.”

If your physics asset has extra bodies, the merge heuristic is suspect. Manual merge is the fallback.

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