Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Is it possible to read/write constraint parameters from PhAT during runtime

I have a nice PhAT set up on the HeroTPP. Pure Ragdolling works very nice amd physics overall as well with sub-stepping and high iteration count.

Now I want to make a walking robot from this by setting PhAT constraint parameters (swing angle, contraints rotation etc) during runtime. Also a self-balancing ragdoll algorithm is what I am aiming at with this approach.

I did not find any Blueprint functions to get/set PhAT constraint parameters. Is this possible at all in blueprint/C++ in ue4? When I export the PhAT I can see the contraints and all parameters in any text editor. So the contraints exist as objects.

For example, to give you an idea, I want the PhAT asset in the content examples/Physical Animation to vary its right knee contraint rotation between +-20deg by some algorithm to produce a 'kicking motion'.

I am on version 4.6.1.

Product Version: Not Selected
more ▼

asked Jan 07 '15 at 02:09 PM in Using UE4

avatar image

6 3 6 10

avatar image dev100000 Jan 12 '15 at 08:57 AM

I do not think it is pre-compiled, because you can change stuff in your PhAT Editor and it shows immediately in the play, without a compiling step. In the forum, a dev said it can be done via C++ and it is simply not yet implemented in blueprints. PhAT constraints are essentially normal contraints, I believe.

avatar image Davision Jan 27 '16 at 01:32 PM

I would love to be able to do this in blueprint too. Can you forward that as a community request somewhere Unreal Engine support?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question