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Properties are sorted to minimize padding in the compiled class layout.
Remarks
In the image above we set the Selection Color value to the RGB color of purple.
Animation Assets and Features
Here you can find pages related to Animation Assets and Features in Unreal Engine.
Dynamic Asset Selection
Use Choosers Tables and Proxy Assets to dynamically select Assets such as Animations at runtime.
Motion Matching
Use Motion Matching to create responsive animation systems, that select animation poses from a database, to match a dynamic system query at runtime.
Animation Sequences
Animation assets that contains animations for skeletal meshes.
Skeletons
Learn about Skeletons, Bones, and animation data management in Unreal Engine.
Blend Spaces
Blend Spaces are graphs where you can plot any number of animations to be blended between based on the values of multiple inputs.
Animation Montage
Animation Montages are animation assets that enable you to combine animations in a single asset and control playback using Blueprints.
IK Rig
Retarget and procedurally adjust animations using IK Rig and Retargeting tools.
Locomotion
An overview of Character Locomotion features in Unreal Engine.
Animation Composite
Animation Composites serve as a way to combine multiple animations together and treat them as a single unit.
Animation Pose Assets
Describes the Animation Pose Asset which can be used to drive animation through weighted curve data.
Deformer Graph
Use Deformer Graphs to create and edit custom mesh deformations for skinned characters and objects.
Animation Modifiers
Animation Modifiers enable users to define a sequence of actions for a given animation sequence or skeleton.
Mirroring Animation
Mirror animation in Unreal Engine using the Mirror Data Table.
Skin Weight Profiles
Describes how you can use Skin Weight Profiles to improve visual fidelity on lower end platforms.
Vertex Animation Tool
User guide for the 3ds Max Vertex Animation tool set.
Morph Target Previewer
Remarks
User guide for the editing modes available in the Animation Editor.
RigidBody
With the RigidBody Animation Blueprint node, you can use a character's physics asset, to perform light-weight simulated physics motion of a character's auxiliary objects. This document will provide an overview of the RigidBody node and explain how you can get started using the RigidBody node, with an example workflow.
The RigidBody node performs a similar function to the Anim Dynamics node, but offers a more feature-rich physics simulation solution by enabling you to integrate a character's physics asset to have better control over the simulation. By using the RigidBody node, in conjunction with a physics asset, you can also simulate collisions with the rest of the character and any other objects in the level.
A typical use case for the RigidBody node is to simulate motion for secondary structures on the character's Skeletal Mesh, such as ponytails, chains, or other bones that are hanging or extended from the character's main body that require collision interaction with the rest of the Skeletal Mesh and the level. The RigidBody node can be used to simulate dynamic and reactive motion to these structures in real time, in a more efficient process than more performance demanding techniques, such as true physics simulation.
The example workflow will demonstrate how you can set-up and implement a RigidBody node in the character's animation blueprint using a physics asset to simulate dynamic and reactive motion for secondary structures on your character's Skeletal Mesh.
To begin using the RigidBody node, you must first set up a physics asset for your character. A full set up guide can be found in the Creating a New Physics Asset documentation.
If your character already has an associated physics asset, you can optionally choose to make a specialized physics asset to isolate the secondary structures you are simulating motion and collision with the RigidBody node. Using a specialized physics asset with the RigidBody node can be a more optimal method to better control the behaviors of the structures during the simulation.
If your character does not have a physics asset, or you are choosing to create a specialized physics asset for use with the RigidBody node, you can create a new physics asset for your character by right-clicking the character's Skeletal Mesh asset in the Content Browser and selecting Create > Physics Asset > Create.
From the New Physics Asset window, select Create Asset to create a new physics asset for your character.
For more information about creating a physics asset please see the Creating a New Physics Asset guide.
Open your character's physics asset in the Physics Asset Editor and ensure your character's physics Asset has physics bodies for the structure or structures you wish to use with the RigidBody node. In the example, physics bodies have been generated for the character's head hoses, as well as the objects the head hoses will interact with, such as the characters head, back, arms and weapon.
With default settings, collision will be disabled on all physics bodies. Enable collision on the bodies that comprise the parts of the Skeletal Mesh you wish to simulate physics motion in the Skeleton Tree by right-clicking and selecting Collision > Enable Collision All.