I am now manually creating a physics asset constraint.
When you create a direct constraint, the joint name is fixed with the userconstraint_number.
Is there any way to change it?
Hi, I had the same problem. It looks like only the first constraint created on a joint is assigned the Joint Name. So I deleted the Physical body, constraint and shape. And when I created a new Physical body, the first constraint created was named and associated correctly to the bone. This is important since Break Constraint function uses the constraint Joint Name.
I havenāt found a way to rename the joint, but if you want the constraint to be named with the boneās name, and not āUserConstraint_Xā you can:
-Select the 2 bones you want to link
-use the āAdd Bodiesā at the bottom right, (instead of creating a shape then right-click, then add constraint). It will create a body and a constraint, properly named.
I have the same problemļ¼
Yeah, would be nice, if one could rename this!
- Copy the constraint using the option āCopy Selected Bodies/Constraints to Clipboardā.
- Paste the results to a notepad
Begin Object Class=/Script/Engine.PhysicsConstraintTemplate Name="PhysicsConstraintTemplate_32" ExportPath="/Script/Engine.PhysicsConstraintTemplate'/Game/Characters/Hero/Mesh/SK_Hero_01_PhysicsAsset.SK_Hero_01_PhysicsAsset:PhysicsConstraintTemplate_32'"
DefaultInstance=(JointName="UserConstraint_0",ConstraintBone1="spine_02",ConstraintBone2="spine_01",Pos2=(X=0.000000,Y=0.839514,Z=5.716620))
End Object
- Change the
JointName
to the name you want to use (e.g."spine_02"
) - Copy the modified text
- āDeleteā the constraint
- āPaste Bodies/Constrains From Clipboardā