Controlling PhAT contraints during runtime

Hey dev100000,

You’re right that this is probably beyond the scope of the blueprint functions at the moment. Although it should be possible in code. You can access joints for a skeletal mesh through USkeletalMeshComponent::FindConstraintInstance providing the name of a constraint, or access joint array USkeletalMeshComponent::Constraints directly. Within FConstraintInstance there’s a bunch of methods for setting/updating the limits, drives and positions for the joint.

Hope that helps!

Benn.