Setting up a physics asset using PhAT
Physics assets let you animate your character using forces and impulses such as gravity or hit impacts, using collision calculations between simple geometry objects assigned to your character's bones.
It is relatively easy to provision a SkeletalMesh with a physics asset. It takes some tinkering around to make the initial results more pleasing. The main editor to get used to is the Physics Actor Tool (PhAT).
Getting ready
Previously we created an AnimTree for the SkeletalMesh Packt_Character. To keep the focus of the exercise on the AnimTree, a physics asset was already prepared and included in the script that drives the character. It was just a placeholder. In this exercise we'll make the real physics asset for this model.
We'll start with just the Packt_Character SkeletalMesh, and we'll create and test out some physics attributes in the PhAT Editor. In the Content Browser, make sure the Packt package is fully loaded in the Packages list.