# Rotate Physics Body (PhaT) with Animation Blueprint

**URL:** <https://forums.unrealengine.com/t/rotate-physics-body-phat-with-animation-blueprint/334892>\
**Category:** Character & Animation\
**Tags:** PhAT, Kinematic, physics-body, Physics-Bodies, unreal-engine, FeatureRequest, Physics, question\
**Created:** [October 10, 2015, 7:28pm UTC](https://forums.unrealengine.com/t/rotate-physics-body-phat-with-animation-blueprint/334892 "2015-10-10T19:28:19Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Frischer\_Hering](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Frischer\_Hering](https://forums.unrealengine.com/u/Frischer_Hering)\
**Post date:** [October 10, 2015, 7:28pm UTC](https://forums.unrealengine.com/t/rotate-physics-body-phat-with-animation-blueprint/334892/1 "2015-10-10T19:28:19Z")

</div>

I have a tank set up with bones. If I set every physics body to simulated/default it behaves like a rigid body and I can move the tank around by applying forces. But I cannot control the turret/cannon mounted on top of the tank.

Then, if set the turret/cannon to kinematic, I can control this bone through the animation blueprint. This is as expected. But I lose the feature of the turret/cannon blocking collision, so it can move through objects pushing them away but itself remaining uneffected.

I’d like to keep both properties: Controlling the turret/cannon and the blocking collision response. Though, I cannot figure out how this should work.

Here is a picture of the tank inside PhaT with the turret/cannon bone/body selected in orange:

 ![62172-phatsnap.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/8/c88a3f159564d91fa2522152833733bc7da6ac13.jpeg)
