Creates multiple physics components based on the supplied physics asset.
Description
Creates multiple physics components based on the supplied physics asset.
Note that the resulting simulation bodies may not precisely match the physics asset.
Note: This node only runs during the construction event (before physics instantiation,
after which this data is frozen).
If true (and the physics solver is not explicitly set), then this component will be added to any physics solver that exists above it in the hierarchy, if that solver allows automatically adding physics components.
If this is empty, then all bodies in the physics asset that match a bone in the hierarchy will be created. Otherwise only bodies that relate to the specified bones will be created.
Whether to create a parent-space control for each body that was created. Note that if this is set to true, then it will be created for the root-most body in the physics asset too. This is often not needed, so make sure it isn't enabled if you don't want it to be.
If true, and BonesToUse/BoneMask is being used to create a subset of the physics asset, then helper bodies will be created when needed: Kinematic bodies on bones that are connected by a physics joint to those in BonesToUse/BoneMask. This is used so that (a) instantiating individual chains can be done without explicitly including the parent (in the physics joint sense) body, and (b) entire physics assets can be made from multiple calls to instantiate individual chains.