This tutorial will guide you through the process of adding physics to an existing Control Rig so that you can control almost all aspects of its behaviour in a simple and intuitive way. The resulting Control Rig can be used in-game or for animating in-engine. However, please note that the Control Rig Physics plugin is experimental, so we do not recommend using it for production purposes.
We'll assume basic familiarity with Unreal Engine and Control Rig. The starting asset used in this tutorial is available for free on FAB, and the tutorial will take you through and explain the steps you can take to add physics to it. Of course, there are many other ways to add physics to a control rig - it all depends on what you want to do with it. Consider this a suggestion and a starting point for your own experimentation.
The Control Rig Physics plugin enables the addition of simulated movement and collision to control rigs. This is done through four components, associated with elements in the control rig hierarchy:
Rather than providing a single "black box" approach, it is up to the user to integrate these components into their control rig. In order to make this as easy and powerful as possible, there are numerous functions available to you in the control rig graph.
This section of the tutorial guides you through the steps needed to prepare a simple project containing a non-physical Mech control rig, as a starting point for the rest of the tutorial.
Using Unreal Engine 5.7 (or later), create a new project using the Blank template (Blueprint). In Edit->Plugins, enable the PhysicsControl, ControlRigPhysics and Locomotor plugins and close the editor.
Plugins needed for this tutorial
In the Epic Launcher, open Fab and search for the Control Rig Samples Pack. Add it to your library, and then add it to your project. You might need to show all projects and tell the system to add it as a UE 5.6 pack.
Control Rig Samples Pack on FAB