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Scale of cached bounds (vs. actual bounds). Increasing this may improve performance, but overlaps may not work as well. (A value of 1.0 effectively disables cached bonds). |
Base Bone Ref |
When Simulation Space is set to Base Bone, select a bone from the character's skeleton to act as a reference point for the simulation. |
Overlap Channel |
The channel used to find static geometry to collide with. Options include: World Static World Dynamic Pawn Visibility Camera Physics Body Vehicle Destructible |
Simulation Space |
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. |
Force Disable Collision Between Constrained Bodies |
Whether to allow collisions between two physics bodies joined by a constraint. |
Transfer Bone Velocities |
When simulation starts, transfer previous bone velocities from the input pose to make transition into simulation seamless. |
Freeze Incoming Pose on Start |
When simulating starts, freeze the incoming pose. This is useful for ragdolls, when we want the simulation to take over. It prevents nin simulated bones from animating. |
Clamp Linear Translation Limit to Ref Pose |
Correct for lineratearing on bodes with all axes locked. This only works if all axes linear translation are locked. |
World Space Minimum Scale |
For world-space simulations, if the magnitude of the component's 3D scale is less than world-space minimum scale do not update this mode. |
Evaluation Rest Time |
If the node is not evaluated for this amount of time(seconds), either because a lower LOD was in use for a whole or the component was not visible, rest the simulation to the default pose on the next evaluation. Set to 0 to disable time-based rest. |
Master Alpha |
Global multiplier on the effects of simulation space movement. But be in range [0, 1]. If the Master Alpha is set to 0, the system is disabled and the simulation will be fully local, for example, world-space actor movement and rotation does not affect the simulation. When Master Alpha is set to 1, the simulation effectively acts as a world-space simulation, but with the ability to apply limits to other parameters. |
Velocity Scale Z |
Multiplier on the Z-Component of velocity and acceleration that is passed to the simulation. Usually from 0.0 to 1.0 to reduce the effects of jumping and crouching on the simulation, but it can be higher than 1.0 if you need to exaggerate this motion. |
Max Linear Velocity |
A clamp on the effective world-space velocity that is passed to the simulation. Units are cm/s. The default value effectively means "unlimited". It is not usually required to change this but you would reduce this to limit the effects of drag on the physics bodies in the simulation (if you have bodies that have linear drag set to non-zero in the physics asset). Expected values in this case would be somewhat less than the usual velocities of your object which is commonly a few hundred for a character. |
Max Angular Velocity |
A clamp on the effective world-space angular velocity that is passed to the simulation. Units are radian/s, so a value of about 6.0 is one rotation per second. The default value effectively means "unlimited". You would reduce this (and Max Angular Acceleration) to limit how much bodies fly out when the actor spins on the spot. This is especially useful if you have characters that can rotate very quickly and you would probably want values around or less than 10 in this case. |
Max Linear Acceleration |
A clamp on the effective world-space acceleration that is passed to the simulation. Units are cm/s/s. The default value effectively means "unlimited". This property is used to stop the physics bodies of the simulation flying out when suddenly changing linear speed. It is useful when you have characters that can change from stationary to running very quickly such as in an FPS. A common value for a character might be in the few hundreds. |
Max Angular Acceleration |
A clamp on the effective world-space angular acceleration that is passed to the simulation. Units are radian/s/s. The default value effectively means "unlimited". This has a similar effect to Max angular velocity, except that it is related to the flying out of bodies when the rotation speed suddenly changes. Typical limits for a character might be around 100. |
External Linear Drag V |
Additional linear drag applies to every body in addition to linear drag specified on them in the physics asset. When combined with external linear velocity, this can be used to add a temporary wind-blown effect without having to tune linear drag on all the bodies in the physics asset. The result is that each body has a force equal to (- External linear drag v * external linear velocity) applied to it, in addition to all other forces. This vector is in simulation local-space. |
External Linear Velocity |
Additional velocity is added to the component velocity so the simulation acts as if the actor is moving at speed, even when stationary. Vector is in world-space. Units are cm/s. Could be used for wind effects ext. Typical values are similar to the velocity of the object or effect, and usually around or less than 1000 for characters / wind. |
External Angular Velocity |
Additional angular velocity that is added to the component angular velocity. This can be used to make the simulation act as if the actor is rotating even when it is not. For example, to apply physics to a character on a podium as the camera rotates around it, to emulate the podium itself rotating. Vector is in world-space. Units are radian/s. |
Remarks |
Here you can reference a list of the RigidBody node's Sim Space settings properties. |
Animation Mode |
Animation Mode is a Mode in Unreal Engine that exposes new tools, panels, and editor behaviors that assist your animation workflows. Using this Mode when animating with Control Rig offers a more animation-focused editor experience, with tabs to aid in selecting Controls, transform displays, and launching tools. |
This document provides an overview of Animation Mode, including its user interface, tools, and settings. |
Animation Mode can be enabled in the following ways: |
Dragging a Control Rig Asset from the Content Browser into a Level. This will create a new Level Sequence, add the character with a Control Rig Track, and enable Animation Mode. |
Selecting a Control Rig Track in Sequencer. |
Manually enabling Animation Mode by clicking the Mode dropdown menu and selecting Animation. Alternatively, you can also press Shift + 7. |
Animation Mode can be disabled and normal level editing mode restored either by selecting the Mode dropdown menu and clicking Select, or by pressing Shift + 1. |
Animation Mode is a level editor Mode which contains specialized editing interfaces and workflows. Activating it will add the following panels to the Unreal Editor interface: |
The Anim Outliner panel displays all animatable Controls and organizes them according to their hierarchy, as defined in the Control Rig. |
Selecting Controls here will also select them in the Viewport and Sequencer. Inversely, selecting Controls in either the Viewport or Sequencer selects them here, too. |
Subsets and Splits
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