This page contains a reference listing of properties for Physics Asset Tool, separated into 3 expandable sections based on what is selected in the viewport.
When no Physics Body or Physics Constraint is selected (regardless of mode), the properties for the Physics Asset Tool are show in the Details panel.
Enables you to manually control the physics/animation blend while simulating in the Physics Asset Tool.
Let's you manually control the physics/animation.
Determines whether simulation of root body updates component transform.
Simulation updates the component's transform.
Time between poking a ragdoll and starting to blend back.
Time taken to blend from physics to animation.
The gap between the floor and physics objects in the Physics Asset Tool. Changing this requires a restart of the Physics Asset Tool.
Scale factor for the gravity used in the simulation while in the Physics Asset Tool.
Max FPS for simulation in PhAT. This is helpful for targeting the same FPS as your game. -1 means this is disabled.
This will dilate the time by scale.
Linear damping of mouse spring forces.
Linear stiffness of mouse spring forces.
Angular damping of mouse spring forces.
Angular stiffness of mouse spring forces.
How quickly we interpolate the physics target transform for mouse spring forces.
Strength of the impulse used when poking with the left mouse button.
Whether or not to draw constraints as points.
Whether or not to draw bone names in the viewport.
Controls how large constraints are drawn in the Physics Asset Tool.
When the Physics Asset Tool is in Body Mode and a Physics Body is selected, the Details panel will display the properties for that Physics Body.
Mass of the body in KG.
"Drag" force added to reduce linear movement.
"Drag" force added to reduce angular movement.
If this is set to Simulated it will use physics. If this is set to Kinematic it will use kinematic. Default will inherit from OwnerComponent's behavior.
If true, the physics triangle mesh will use double sided faces when doing scene queries. Thsi is useful for planes and single sided meshes that need traces to work on both sides.
The Physical Material to use for simple collision on this body.
If the physics body should start awake (and moving), or asleep (stationary until interacted with).
Should wake/sleep events fire when this object is woken up or put to sleep by the physics simulation.
Custom walkable slope setting for this body. See the Walkable Slope documentation for usage information.
Behavior of this surface (whether we affect the walkable slope). Determines how the Walkable Slope Angle operates on the existing walkable angle, whether it increases or decreases it.
If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner.
The basic shapes that compose this Bone's collision.
Used in the PhysicsAsset case, associates this Body with a Bone in a Skeletal Mesh.
Should this bone be used in the calculation for the bounding volume of the Skeletal Mesh.
See the Collision Response Reference documentation for more information.
Please see the Physics Asset Editor How-To Directory for more information on using Physical Animations.
The name of the bone (Physics Body) this Physics Constraint is associated with.
Name of the first bone (Physics Body) this Physics Constraint is connecting. This will be the "child" bone in a Physics Asset.
Name of the second bone (Physics Body) this Physics Constraint is connecting. This will be the "parent" bone in a Physics Asset.
This disables collision between the constrained components.
If the distance error between bodies exceeds Projection Linear Tolerance value, or rotational error exceeds Projection Angular Tolerance, the Physics Body will be projected to fix this. This fixes cases where the visuals look disconnected, such as individual chain links breaking away from each other.
If the distance error exceeds this value, in world units, the body will be projected.
If the rotational error exceeds this value, in degrees, the body will be projected.
When set, the parent body in a constraint will not be affected by the motion of the child.
Setup joint as hinge. A hinge joint allows motion only in one plane.
Setup joint as prismatic. A prismatic joint allows only linear sliding movement.
Setup joint as ball and socket. A Ball and Socket joint allows motion around an indefinite number of axes, which have one common center.
Indicates the linear constraint applied along the X-axis.
Limited Limited freedom along this axis. The limit is defined for all axes by the Linear Limit Size property.
Locked Fully constraint along this axis.
Indicates the linear constraint applied along the Y-axis.
Indicates the linear constraint applied along the Z-axis.
The distance allowed between the two joint reference frames.
If true, linear limits scale using the absolute min of the 3D scale of the owning component.
Whether we want to use a soft constraint (spring).
Stiffness of the soft constraint. Only used when Soft Constraint is on.
Damping of the soft constraint.
Controls the amount of bounce when the constraint is violated.
Determines how close to the limit we have to get before turning the joint on.
Whether it is possible to break the joint with linear force.
Force needed to break the distance constraint.
Indicates whether the Swing1 limit is used.
Indicates whether the Swing2 limit is used.
Indicates whether the Twist limit is used.
Angle of movement along the XY Plane.
Angle of movement along the XZ Plane.
Symmetric angle of roll along the X-axis.
Torque needed to break the joint.
Enables the position linear motor on one or more axes and sets the local position desired.
How much force to apply to reach the desired position.
Enables the velocity linear motor on one or more axes and sets the desired velocity.
How much force to apply to reach the desired velocity.
The force limit of the drive.