Custom Physics For Procedural Mesh
Hey, im having problems creating proper procedural physics objects. I made a custom physics object for my terrain, however it bakes down the polygons into less. So with terrain, this does not work well. The details of my implementation are in my forum post. I used a copy of UBoxComponent, which is a class that extends shape component. Then I replaced the FKBox with FKConvex in the UBodySetup. I believe it converts this into the lesser quality physics mesh, but I cannot find out how it does this. If anyone has properly implemented, polygon to polygon physics, please let me know.
asked Dec 27 '14 at 05:25 PM in C++ Programming
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