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Change Physics Constraint Angular Rotation Offset at runtime

Is it possible to change the Physics Constraint Angular Rotation Offset in runtime using blueprint or C++? I'm trying to simulate a vehicle completely through physics and I need this for front wheel movement. I know I can use the vehicle movement or fake it through animation system but I'm sorta crazy to do it through physics. :p

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asked Jan 06 '15 at 05:26 PM in Using UE4

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avatar image Sprawl Jan 16 '15 at 03:15 PM

I am having the same question. Can we access "Angular Rotation Offset" parameter of a physics constraint with Blueprints ?

avatar image vnhllsng Sep 10 '15 at 02:47 PM

After a lot of hours spent on the matter, I actually went ahead with the raycast solution. I built my own raycast wheel class, using sphere trace instead of raytrace for the wheel to collide properly with obstacles. I found this video on the matter VERY usefull https://www.youtube.com/watch?v=LG1CtlFRmpU

You can actually do a lot more with raycast. In my case I simulate each wheel separetly. After a while of tinkering I ended up with this:

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And then just snapped wheel models to the trace result transform, and animated them. Works like a charm with all kinds of obstacles.

avatar image Xenolit Sep 11 '15 at 05:53 AM

Thats awesome. well I finally did it using the physics engine. https://www.youtube.com/watch?v=QeihApRvds0 However the suspension damper is currently none existent so my car looks a bit bouncy. I'm gonna use forces and raycasting to implement it. Cheers to space dust racing guys.

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I found this https://answers.unrealengine.com/questions/160044/modify-angular-rotation-offset-at-runtime.html?sort=oldest

So basically the answer is "no, you can't" because this property is set only at initialization.

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answered Jul 16 '15 at 09:48 AM

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avatar image Xenolit Jul 16 '15 at 05:44 PM

You are right. How ever I was able to solve the problem with two joints on each wheel.

avatar image vnhllsng Jul 19 '15 at 09:18 AM

Maybe you could elaborate a bit, how you did it? I'm in a very similar situation, and currently am trying to work out a way to do this.

avatar image Xenolit Sep 10 '15 at 07:23 AM

Simply use two joints on each front wheel. one is for motor and suspension the other is for steering.

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