Data Assets
This guide explains how to manage parameters as reusable Data Assets.
Overview
Using KawaiiPhysicsLimitsDataAsset, you can share collision settings and limit parameters across multiple characters.
Creating a Data Asset
- Right-click in Content Browser
- Select Miscellaneous > Data Asset
- Select KawaiiPhysicsLimitsDataAsset
- Name and save

Specifying bone sets with regular expressions in DataAsset
Setting Parameters
Data Assets can store the following parameters:
- Spherical Limits
- Capsule Limits
- Planar Limits
Usage
- Set the Limits Data Asset property in the KawaiiPhysics node
- Parameters from the Data Asset are automatically loaded
UPROPERTY()
UKawaiiPhysicsLimitsDataAsset* LimitsDataAsset;
BoneConstraint Settings
From v1.14.0, BoneConstraint (distance constraints between bones) can be configured in DataAssets. Became official in v1.19.0.

Bone sets for constraints can be specified using regular expressions:
// Example: Constraints between skirt_01_* and skirt_02_*
Bone1: skirt_01_.*
Bone2: skirt_02_.*
BoneConstraintsDataAsset
Stabilized in v1.19.0
A Data Asset dedicated to BoneConstraint settings. Recommended when you want to share settings across multiple AnimNodes or Animation Blueprints.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint")
TObjectPtr<UKawaiiPhysicsBoneConstraintsDataAsset> BoneConstraintsDataAsset;
BoneConstraintsDataAsset Parameters
| Parameter | Type | Description |
|---|---|---|
| BoneConstraintsData | TArray<FModifyBoneConstraintData> | Array of bone constraint data |
| RegexPatternList | TArray<FRegexPatternBoneSet> | Regular expression pattern list (editor only) |
| PreviewSkeleton | TSoftObjectPtr<USkeleton> | Preview skeleton for editor |
FModifyBoneConstraintData Struct
| Parameter | Type | Description |
|---|---|---|
| BoneReference1 | FBoneReference | Reference to first bone |
| BoneReference2 | FBoneReference | Reference to second bone |
| bOverrideCompliance | bool | Whether to override Compliance Type |
| ComplianceType | EXPBDComplianceType | Compliance Type when overriding (Default: Leather) |
Batch Setup with Regular Expressions
Use the ApplyRegex button to automatically generate bone constraints from regex patterns.
// FRegexPatternBoneSet
RegexPatternBone1 = "skirt_01_.*"; // First bone pattern
RegexPatternBone2 = "skirt_02_.*"; // Second bone pattern
Benefits
Reusability
Collision settings can be shared among characters with the same body type.
Batch Changes
Modifying the Data Asset reflects changes to all referencing characters.
Version Control
Can be managed as assets, making change history easier to track.
Best Practices
- Create per body type: "Male_Standard", "Female_Standard", etc.
- Separate by part: "Hair_Collision", "Tail_Collision", etc.
- Naming convention:
DA_KP_[BodyType]_[Part]
Content/
└── KawaiiPhysics/
└── DataAssets/
├── DA_KP_Female_Hair
├── DA_KP_Female_Skirt
└── DA_KP_Male_Cape