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[Request] Physics Change Event

Hi there,

I was wondering if the devs might consider adding an "on physics change" event, such that an event could trigger when physics mode changes from walking to falling or something to that effect. Was looking through documentation and Actor.h and didn't see anything like that in there. It was something I really would have liked to see in UE3, too.

(And yes, this is part of a larger request at wanting to have much finer control over physics this generation. :)

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asked Mar 11 '14 at 02:08 AM in C++ Programming

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ue4-archive ♦♦ STAFF
49.9k 3662 1986 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:08 AM +

Just to clarify, are you talking about state changes in the Character Movement Component specifically? We have been having lots of conversations about how to make that code more flexible and extensible!

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Hi Markus,

Thank you for your feedback. I have created a report and added it into our feature request database. If there is any other feature you would like to see in a future build of Rocket, please let us know.

Thank you,


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answered Mar 11 '14 at 02:08 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1986 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:08 AM

I actually added this event on 6/5/2013, I guess it just didn't make it to your build in time. There is now a function on Character:

OnMovementModeChanged(EMovementMode PrevMovementMode)

This existed in C++ for a while, but I added a blueprint notification as well.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:08 AM

Any chance of seeing this on a regular joe-shmoe actor? I would imagine all non-static actors would possess physics of their own, no? At least they did in UE3. Might be useful to do some creative physics handling on non-pawn/character actors as well...

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:08 AM

Well we were talking about walking and falling, which are Character movement concepts now. Normal Actors don't have walking/falling/etc physics. The character concepts are less "physics" and more "movement modes".

There are physics events for touching and untouching objects that you can have on components, which can be on most Actors.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:08 AM

making the distinction between a 'character' and other actors, to me, will simply chain unreal to the concept of an fps creator, both in the engines perseption by potential developrs, and in the reality of working with the engine. myself, and countless others have created games with udk that do not involve a character at all. i dont know your reasoning behind character movement types but it seems slightly short sighted and very restrictive. an actor is an actor, physics is physics, be it a 'character' or not.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:08 AM +

Just to respond to Mick's comment, we have worked to make UE4 less FPS centric, and easier to make your own physics. Rather than a hard coded enum on actor, you can implement your own 'movement component' or just add code to the actors tick function. Rather than have a lot of properties in Pawn that only related to a walking character, we split it out into the character subclass. If you want to make a jetski racing game, you should derive from Pawn not Character, and you have a lot less properties and functions to understand! I hope that helps give some background to the changes.

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