set_physics_body_properties
Set the physics type or mass override for a specific body in a UPhysicsAsset, identified by body index or bone name, then save the asset.
Instructions
Set the physics type and/or a mass override on one body of a UPhysicsAsset, chosen by body_index or else bone_name, in an undo transaction, then save the asset. Only the fields you pass change; passing neither is an error and nothing is written. An asset with no bodies, no body found or an unknown physics_type is an error, checked before any write. mass_override_enabled is read back from the body. success is false, with save_error, when the save fails (during PIE, for one). For damping, gravity, mass scale or centre of mass use set_physics_body_advanced_properties; get_physics_asset_info reads the body count.
Returns: { physics_asset_path, body_index, bone_name, physics_type, physics_type_applied, mass_override_enabled, mass, mass_applied, updated, saved, save_error }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mass | No | Mass override in kilograms; also switches the mass override on. Omit to keep the current mass | |
| bone_name | No | Bone whose body to configure, used when body_index is absent | |
| body_index | No | 0-based index of the body in the asset; wins over bone_name when both are given | |
| physics_type | No | Body physics type (Default|Kinematic|Simulated), case-insensitive; omit to keep the current one | |
| physics_asset_path | Yes | /Game path to the UPhysicsAsset. |