In this How-To, we will cover the basics of creating a Physical Animation Profile and adding Physics Bodies to it.
Steps
Find or Create a Physics Asset for your Skeletal Mesh using the Content Drawer.
If opting to create a new Physics Asset, you will need to set it up before continuing.
Double-click the Physics Asset to open the Physics Asset Editor.
Under the Windows menu, select Profiles; the Profiles window should appear as a docked tab.
Add a Profile using the New button on the Physical Animation Profiles entry, and set its name (in the image below we've named it
DocsProfile
).Select the Physics Body you want to include in your new Physical Animation Profile in the Skeleton Tree panel, the Physics Graph panel, or the Viewport.
To see Constraints in the Skeleton Tree panel, select Show Constraints in the Options dropdown menu.
Press the Assign button in the Profiles panel.
1 - Assign a button
2 - Physics Bodies selected in the Skeleton Tree panel
3 - Physics Bodies selected in the Physics Graph panel
4 - Physics Bodies selected in the Viewport
Adjust the properties for the selected Physics Bodies.
A good set of starting values is 1000, 100, 1000, 100, 0, 0
Repeat steps 5-7 for all the Physics Bodies you want to add to the Physics Animation Profile.
You can select, assign, and edit the Properties of multiple Physics Bodies simultaneously. You only need to edit them individually if you want their properties to be different.
Save your Physics Asset using the Save button in the Physics Asset Editor.
You can edit an existing Physics Animation Profile by selecting it in the dropdown menu, then using Assign to add new Physics Bodies, or using Unassign to remove existing Physics Bodies.
Result
The Physics Asset will have a profile that can be called upon from Blueprint or C++ to change the Physical Animation properties of its Physics Bodies.