Collision Setup
Set up collisions to prevent bones from penetrating through the body.
Collision Types
Sphere
Suitable for spherical parts like head and shoulders.

Capsule
Suitable for cylindrical parts like arms and legs.

Plane
Used for flat surface restrictions like ground and walls.
Box
Version Info
Added in v1.17.0
Box-shaped collision. Suitable for rectangular shapes like body and buildings.
UPROPERTY()
TArray<FBoxLimit> BoxLimits;
FBoxLimit Properties:
| Property | Type | Description |
|---|---|---|
| DrivingBone | FBoneReference | Bone that collision follows |
| Offset | FVector | Offset from bone |
| Rotation | FRotator | Box rotation |
| Extent | FVector | Box half-extents (size in each axis direction) |
Collision Generation from PhysicsAsset
Version Info
Added in v1.17.0
You can auto-generate collision shapes from existing PhysicsAssets. Collision bodies defined in PhysicsAsset are converted to KawaiiPhysics collisions.
Usage
- Select KawaiiPhysics node
- Set existing PhysicsAsset to Physics Asset property
- Collision shapes are automatically generated
Benefits
- Reuse existing PhysicsAssets
- Reduces manual collision setup work
- Consistent collision settings
Adding Collision
- Select the KawaiiPhysics node
- Add elements to Spherical Limits / Capsule Limits / Box Limits / Planar Limits array
- Set Driving Bone (bone that collision follows)
- Adjust offset and size
Driving Bone
Collision follows and moves with the Driving Bone.
upperarm_r (Driving Bone)
↓ Follows
[Capsule Collision] → Hair stops here
Inside vs Outside
Inside (Inner Limit)
Limits bones to inside the sphere.
- Use case: Following head shape
Outside (Outer Limit)
Limits bones to outside the sphere.
- Use case: Preventing penetration into shoulders
Performance Considerations
More collisions increase processing load.
tip
- Use the minimum necessary collisions
- Approximate complex shapes with multiple simple shapes
For more details, see Performance.