so I have a bunch of bone manipulation going on. My skele Grows and shrinks in different parts and jiggles all over. It’s quite hilarious.
The problem is the interface (user widget Which acts as the hub of information traffic) needs a defined animation blueprint class for bone manipulation to work, shown below.
But as soon as I apply the blueprint class, all my physics stop working and it becomes static.
Which means the manipulation of the bones works, But without the physics is pointless.
Which leads me to believe I just have to reintroduce physics in my animation blueprint with something like a rigid body or animations dynamics, but I just can’t seem to get physics back.
Does anyone know the proper way to apply physics after applying a blueprint animation class?
There’s different ways to achieve different things.
The one you point out should make use of the PhysicalAnimation component in character blueprint.
Its an Ok solution, but a better one with the same approach would be to set body profiles and apply the different (rigidity) profiles based on your needs.
It makes it so you can go to ragdoll or any other situation.
As a general rule of thumb, animations are more powerful than whatever imaginary idea of god to the power of the same imaginary god.
They will cause anything to move when you hit a simulating object, regardless of object mass.
Phsyical animation is a good way to put an end to that - so your character walk cycle can’t kick a cannonball faster than the cannon would shoot it…
But… you have to play around with the rigidity profiles to get it working ok.
If you have not seen it, this painful to watch even at x2 live training will show some of the features to use.