Hi, recently I’ve been trying to bring PxArticulation into UE4 and so far everything is going fine, a bit hacky, but fine. You can see the motivation behind it in this recent discussion I’ve had with Ori Cohen.
The obstacle I’m facing now is the fact that FBodyInstance casts the rigid actor to PxRigidDynamic when needed. The thing is, PxRigidDynamic is a subclass of PxRigidBody and 90% of these casts could be replaced with a cast to PxRigidBody.
That would be incredibly useful since the other subclass of PxRigidBody is PxArticulationLink, what I’m currently working with. Getting mass, velocity, transform, adding forces and other stuff only work for PxRigidDynamic right now, but could work with PxArticulationLink simply by replacing those casts.
Is that feasible?