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.
Update Joints from Animation
Let's you manually control the physics/animation.
Physics Update Mode
Determines whether simulation of root body updates component transform.
Simulation Updates Component Transfrom
Simulation updates the component's transform.
Component Trasform is Kinematic
Simulation doesn't update the component's transform. Instead it is driven by animation, blueprint, etc...
Poke Pause Time
Time between poking a ragdoll and starting to blend back.
Poke Blend Time
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.
Handle Linear Damping
Linear damping of mouse spring forces.
Handle Linear Stiffness
Linear stiffness of mouse spring forces.
Handle Angular Damping
Angular damping of mouse spring forces.
Handle Angular Stiffness
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.
Show Constraints as Points
Whether or not to draw constraints as points.
Show Names in Hierarchy
Whether or not to draw bone names in the viewport.
Constraint Draw Size
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 in KG
Mass of the body in KG.
"Drag" force added to reduce linear movement.
"Drag" force added to reduce angular movement.
If object should have the force of gravity applied.
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.
Double Sided Geometry
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.
Simple Collision Physical Material
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).
Center of Mass Offset
User specified offset for the center of mass of this object, from the calculated location.
Per-instance scaling of mass.
Max Angular Velocity
The maximum angular velocity for this instance.
Generate Wake Events
Should wake/sleep events fire when this object is woken up or put to sleep by the physics simulation.
Max Depenetration Velocity
The maximum velocity used to depenetrate this object.
Walkable Slope Override
Custom walkable slope setting for this body. See the Walkable Slope documentation for usage information.
Walkable Slope Behavior
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.
Walkable Slope Angle
Override walkable slope, applying the rules of the Walkable Slope Behavior.
Custom Sleep Threshold Multiplier
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.
Position Solver Iteration Count
This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized.
Velocity Solver Iteration Count
This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized.
The set of values used in considering when put this body to sleep.
The basic shapes that compose this Bone's collision.
Used in the PhysicsAsset case, associates this Body with a Bone in a Skeletal Mesh.
Consider for Bounds
Should this bone be used in the calculation for the bounding volume of the Skeletal Mesh.
Simulation Generates Hit Events
Should 'Hit' events fire when this object collides during physics simulation.
Phys Material Override
Allows you to override the PhysicalMaterial to use for simple collision on this body.
See the Collision Response Reference documentation for more information.
If true Continuous Collision Detection (CCD) will be used for this component.
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.
Constraint Bone 1
Name of the first bone (Physics Body) this Physics Constraint is connecting. This will be the "child" bone in a Physics Asset.
Constraint Bone 2
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.
Projection Linear Tolerance
If the distance error exceeds this value, in world units, the body will be projected.
Projection Angular Tolerance
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.
Ball and Socket
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.
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.
Scale Linear Limits
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.
Linear Break Threshold
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.
Swing 1Limit Angle
Angle of movement along the XY Plane.
Twist Limit Angle
Angle of movement along the XZ Plane.
Swing 2Limit Angle
Symmetric angle of roll along the X-axis.
Whether it is possible to break the joint with angular force.
Angular Break Threshold
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.