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With all of the bodies that comprise the parts of the Skeletal Mesh you wish to simulate physics and collision selected, set their Physics Mode to Simulated in the Details panel. |
Select the remaining physics bodies, and set their Physics Mode to Kinematic. |
You can test the basic functionality of the physics asset with the Simulate button in the Physics Asset Editor's Toolbar. |
Jittering or shaking of the simulated objects will be common at this stage, you can fix this issue by enabling and tapering the Mass (kg) property on each of the physics bodies. Start by setting the closest body to the parent structure, as the heaviest physics body, and halving the mass for each subsequent body in the chain. |
In the example, the first head hose physics body was set to a mass of 2kg, and the second head hose physics body was set to a mass of 1kg. |
Mass (kg) properties for Physics Bodies |
Finally, on all of the bodies you are simulating motion and collision with, set a value for the Linear Damping and Angular Damping properties. Higher values will reduce motion, controlling flailing and shaking of the simulated bodies. In the example, a value of 5.0 was set for each property, but fine tuning this value, for each unique implementation, is essential to achieving ideal results. |
With a physics asset, you can now add the RigidBody node to the character's Animation Blueprint in the AnimGraph. |
The RigidBody node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint. |
By default the RigidBody node will utilize the physics asset associated with the character. If a secondary physics asset is being used, you can define the specific asset in the Rigidbody node's Override Physics Asset property in the Details panel. |
More adjustments can be made using the constraints in the RigidBody node's properties (Component Liner Acc Scale, Component Linear Vel Scale, Component Applies Linear Acc Clamp and the Sim Space Settings properties), or by adjusting the location of the physics bodies in the physics asset to more closely align with the skeleton's joints. |
You can also adjust the Center of Mass property on each physics body in the physics asset to align closer to the nearest skeletal joint, to further reduce shaking and excessive motion. |
Here you can see the final results of the simple implementation of the RigidBody node demonstrated in the example workflow. |
By setting the Simulation Space to Base Bone Space and defining a Base Bone in the RigidBody node's details panel, any joint can be used as a reference point for simulation. |
Moving the entire Skeletal Mesh and individually modifying the Base Bone will have no effect on velocities. So when using a Base Bone Space as the Simulation Space, character motion will not influence the simulation. |
The RigidBody node also supports the Reset Dynamics Blueprint node which you can use in the Animation Blueprint's EventGraph. To use the function node, get the Animation Instance from the Skeletal Mesh in Blueprint and use the function call, Reset Dynamics node to reset the simulation. |
This function node can be especially useful to reset the simulation, to avoid visual and behavioral issue that could occur, for example, when teleporting a character. |
Here you can reference a list of the RigidBody node's Settings properties. |
The channel used to find static geometry to collide with. Options include: |
World Static World Dynamic Pawn Visibility Camera Physics Body Vehicle Destructible |
What space to simulate the physics bodies in. This affects how velocities are generated. Options include: |
Component Space: Simulate in component-space. Moving the entire Skeletal Mesh will have no effect on velocities. World Space: Simulate in world-space. Moving the Skeletal Mesh will generate velocity changes. Base Bone Space: Simulate in the selected Base Bone's bone-space . Moving the entire Skeletal Mesh and individually modifying the Base Bone will have no effect on velocities. |
The RigidBody node's Sim Space Settings Settings control the motion passed from the simulation's space into the simulation. This allows the simulation to pass a fraction of the world-space motion onto the physics bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way. |
This system is a superset of the functionality provided by the Component Liner Acc Scale, Component Linear Vel Scale and Component Applied Linear Acc Clamp. For most cases you should not have both systems enabled. |
Overview |
Set-Up |
Base Bone Simulation Reference |
Resetting Dynamics |
Property Reference |
Creating a Physics Asset |
Editing the Physics Asset |
Animation Blueprint |
Adjustments and Tweaks |
Results |
Sim Space Settings |
RigidBody Disabled |
RigidBody Enabled |
Override Physics Asset |
Select the physics asset to use. If empty, use the Skeletal Mesh's default physics asset. |
Override World Gravity |
When enabled, overrides the world gravity, to the set values on the X, Y, and Z axes. |
External Forces |
Applies a uniform external force in world-space. This allows for easy simulation of inertia of movement while still simulating in component-space. By default, this property appears as a pin on the node in the AnimGraph. |
Component Linear Acc Scale |
When using a non-world-space simulation, this property controls how much of the component's world-space acceleration is passed on to the local-space simulation. |
Component Linear Vel Scale |
When using a non-world-space simulation, this property applies a drag to the physics bodies in the local-space simulation, based on the component's world-space velocity. |
Component Applied Linear Acc Clamp |
When using non-world-space simulation, this is an overall clamp of acceleration derived from teh Component Linear Acc Scale property, to ensure it is not too large. |
Cashed Bounds Scale |
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