Hi everyone, first time poster here.
I’m trying to set up a character with imported animation in the Third Person Blue Print template in UE5 and want to add some physical animation with a RigidBody note for some appendages, similar to how it is described here - Rigid Body | Unreal Engine Documentation
I am mixing the RigidBody on top of the State Machine like this:
So far, this is working well and the movement for the appendages is simulated when running the game. However, the appendages are too “floppy”. I was hoping to adjust their behaviour using a “Physical Animation Profiles” which I have created inside my Physical Asset for which I set up custom Orientation Strength, Position Strength, etc. When simulating the appendages in the Physical asset, they behave more stiff, like I intended them to.
Is there a way to “let the RigidBody know” that it should use a specific Physical Animation Profile for the simulation when running game mode? If possible, I would love to use these profiles for the appendages behaviour, as it allows for a lot of adjustment, however if anyone knows another way to make the appendages less “floppy”, please let me know.
Thanks in advance for your help!