https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/PhysicsBodies/Reference/
Entities subject to physics simulation. Body instances.
Properties:
https://lh3.googleusercontent.com/kApMfubFSGXCHdWYiyJoSD-qM1zdwuyjrS8K3HqGyuyrMtfjtB83p-f6TxYcm43UH89exJWd23DMrraHbLnyCyyXu4-WWb4GS06BvR_zJzT_c0gbtlwm224kEs_2KcFJbFhrDaznIzcroqW0WA
Double sided geometry: the physics triangle mesh will use double sided faces when doing scene queries. Useful for planes and meshes that need traces (raycasts) to work on both sides.
Simple Collision Physical Material: physical material. Encodes density, friction, etc.
Physics Type: Simulated (object will use physical simulation), Kinematic (not affecte by physics but can interact with physically simulated bodies), Default (will inherit from OwnerComponent’s behavior).
Advanced properties:
https://lh3.googleusercontent.com/h84gJ8AVk1cxH-f7NkCGc2mXLXNggfMltj2J3nCXwTH-Brju-RIYUa-e6ENStNvu9vR8cd7oHBB3lgMxmiIUTq5HxFNhY7t3ehoBd0KudSYCEbfqZDUI7lG4OOIclXA9VtMSDNCPcM_ttXLmdQ
Body Setup:
https://lh5.googleusercontent.com/c9mFk4OzevA97tAyNuEjbHNHK00ohpu7P_fgqnWUsPzxh6kfC43X-sIxQdyi47ZEs_8uA1rZPG2nz3rKfnCJbqhVaTWQElofRfhgyRbUKdH_AhgJukPmM5W6698b1wBuXq39As_TCKFsV-l9CA
Skip scale from animation: ignore scale changes from animation
Primitives: simplified collision representation of this object, made of simpler shapes
Consider for Bounds: whether this BodySetup should be considered for the bounding box of the PhysicsAsset (and hence Skeletal Mesh Component).
BoneName: name of bone in skeletal mesh