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API > API/Plugins > API/Plugins/PhysicsControl > API/Plugins/PhysicsControl/FAnimNode_RigidBodyWithControl
Syntax
UPROPERTY (EditAnywhere, Category=PhysicsAssetConditioning,
Meta=(DisplayName="Authored Skeletal Mesh"))
TObjectPtr< USkeletalMesh > PhysicsAssetAuthoredSkeletalMesh
Remarks
These options configure the way constraint transforms can be modified at runtime to match the current Skeletal Mesh. This can be useful when applying a single RBwC node to assets with different skeletons.
When the "From authored skeletal mesh" option is selected, the Position and/or Orientation of each constraint relative to its parent bone will be changed to account for any difference in relative bone transforms between that Skeletal Mesh and the current one. This means that if bone positions or orientations have changed between the authored Skeletal Mesh and the one currently being animated then the constraint positions and orientations will be updated to match. The authored Skeletal Mesh should normally be set to the same skeletal mesh that was used when creating the physics asset. WARNING This option will do nothing if the authored skeleton is not defined or cannot be found when the node is initialized at runtime.
When the "To default" option is selected the Position and/or Orientation of each constraint relative to its parent bone will be set to the Position and/or Orientation of the constraint's child bone relative to its parent bone. This is the same as the default transform applied in the Physics Asset editing tool when a constraint is created or 'snapped' to the default transform.
[WARNING] The "To default" option can produce undesirable results and should be used with caution but may be useful for simple assets or to minimize sudden changes in bone positions that may arise if the authored skeleton is unavailable during the early stages of initialization. In most cases its probably more useful to only set constraint positions to the default.