Transfer Physics Asset - DrowningDragons/MoveIt-Wiki GitHub Wiki
Transfer Physics Asset
This is a required step or the character mesh will horribly detach when any impact physics or ragdoll is applied.
Alternatively, if you want to keep your own physics asset, make sure the root bone has a kinematic shape that the pelvis is constrained to. Check PHAT_MoveIt
to see what this looks like.
- To get started go to
MoveIt Content
and duplicate/Models/Character/Mesh/PHAT_MoveIt
to your project - Rename it then open it
- Under "Preview Scene Settings" select your character. The Physics Asset will reopen with your new character assigned
Adjust Result
If any shapes don't fit well, adjust them
Validate
Press simulate in the physics editor and ensure the character crumples in a sensible manner
Bad Physics Asset Result
If your skeleton differs significantly from UE4 standard then you will likely get a very poor result. A tutorial is coming on how to create physics assets from scratch, but for now it might be best to mimic PHAT_MoveIt as close as possible while building the physics asset from scratch for your custom skeleton.