1.2 - SkeletalMesh RigidBody

An overview of the Physics example level, example 1.2: SkeletalMesh RigidBody Simulating Physics



SkeletalMeshes can only be created with external software like 3D Studio Max or Maya; however, their collision is setup in Unreal Editor. When importing, a Physics Asset can be automatically created if Create Physics Asset is checked, but the asset created will be an estimation based on the joints and skin weights applied to those joints, so some editing is necessary by using the Physics Asset Tool or PhAT.

physics_1_2_002.png physics_1_2_003.png

Select Skin

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback