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physics

Animation & rigging Experimental

Physics assets, ragdoll, and Chaos vehicle wheel and suspension setup.

What it’s for

This namespace configures physics simulation on the assets and actors already in your project: creating a PhysicsAsset for a skeletal mesh, toggling ragdoll on a placed actor, and setting up vehicle-style wheels, engine, and transmission. You describe the outcome in plain language and the assistant runs the right operation instead of you hand-editing a PhysicsAsset in the editor.

Reach for it when you want a skeletal mesh to have collision bodies and constraints, when you want a character to go limp under physics on death or impact, or when you are wiring up a Chaos vehicle and need its wheels and drivetrain configured.

Use physics for simulation state on skeletal meshes, placed actors, and vehicle actors. For lower-level skeleton, bone, constraint, or retarget authoring, use the skeleton namespace instead.

This area is experimental and still improving. The operations work, but their parameters and behavior may change between releases, so treat results as a starting point and review them in the editor.

Examples

Give a skeletal mesh a physics asset

Create a PhysicsAsset for a character mesh and assign it back to the mesh in one step.

You: Create a physics asset for SK_Mannequin and assign it to the mesh.

  call("physics.setup_physics_simulation", {meshPath:"/Game/Characters/SK_Mannequin",
        physicsAssetName:"PHYS_Mannequin", assignToMesh:true})
    → {ok:true, physicsAsset:"/Game/Physics/PHYS_Mannequin"}

Done. Created PHYS_Mannequin and assigned it to SK_Mannequin.

Make a character go ragdoll

Enable ragdoll on a placed actor, then flip it on so the mesh falls under physics.

You: Turn EnemyGuard into a ragdoll and activate it.

  call("physics.setup_ragdoll", {actorName:"EnemyGuard", blendWeight:1.0})
    → {ok:true}
  call("physics.activate_ragdoll", {actorName:"EnemyGuard", activate:true})
    → {ok:true, active:true}

Done. EnemyGuard is now simulating as a ragdoll.

Configure a Chaos vehicle

Set the vehicle type, wheels, and drivetrain on a placed car actor.

You: Set up BP_SportsCar as a 4-wheel car with a 7000 RPM engine.

  call("physics.configure_vehicle", {vehicleName:"BP_SportsCar", vehicleType:"car",
        wheels:[{}, {}, {}, {}], engine:{maxRPM:7000},
        transmission:{gears:6, finalDriveRatio:3.5}})
    → {ok:true, wheels:4}

Done. BP_SportsCar configured as a 4-wheel car.

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