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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.

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

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dev100000
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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?

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