Settings Multiplier
This feature has not been officially released yet. It is planned for KawaiiPhysics v1.22. Specifications may change during development.
Overview
Suppose the hair already looks right while walking, but you want a weaker pull toward its original shape at a landing. Directly changing the base physics settings also requires keeping the normal values and restoring them when the event ends.
A temporary settings multiplier scales the settings for that moment without overwriting the originals. It helps artists and technical artists add landing, action, or Sequencer changes after establishing the baseline hair or clothing motion.
Settings Fields and Boundary Conditions
Every FKawaiiPhysicsSettingsMultiplier field defaults to 1 and accepts non-negative values. It scales effective bone settings without rewriting the base.
| Field | Meaning and boundary conditions |
|---|---|
| WorldDampingLocation / Rotation | Reflection uses 1 - value; scales below 1 reflect more movement/rotation |
| Radius | Zero effectively disables world collision sweep/push-out. Dummy density uses the base radius, so scales below 1 may leave coverage gaps |
| LimitAngle | Base 0 remains unlimited. A positive base with scale 0 is clamped to a tiny positive value, not unlimited |
Using Settings Multiplier (Pulse)
The following example temporarily changes Stiffness.
- Open the Animation Sequence and select the event time, such as a landing.
- Add
KawaiiPhysics: Settings Multiplier (Pulse)on the Notify track. - Set
StiffnessinSettingsScaleto 0.5. Leave the other scales at 1. - Set Duration to 1 s. Duration includes entry and exit; zero or negative values do not start an effect.
- Play and compare before, during, and after the effect.
Use NotifyState for an action interval. To adjust it in Sequencer, use Kawaii Physics Settings Multiplier.
Lifetime, Capacity, and Stale Handles
- Timed and driven entries share a maximum of eight per node. The oldest is evicted above the cap.
- Node reinitialization and Blueprint recompilation discard entries. Stopping a stale handle is a no-op.
IsTransientHandleSetchecks only that an ID is set, not effect survival.- Timed effects advance by animation DeltaTime. URO/LOD evaluation pauses extend real-time duration.
Blueprint and C++ Control
Blueprint control requires component targeting and stop-handle management. The transient-effect APIs covers functions, the eight-entry cap, reinitialization, C++ continuous updates, and threading requirements.
Related UE documentation
- Animation Notifies — Review Notify placement and playback conditions for the Pulse example. (UE 5.8)