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Transform utilities vs physic applied to a rigidbody

So what are the advantages/Disadvantages of transforming something with either the transform utilities or instead using a rigidbody and applying physics. (Say in the case of moving a spaceship)

Edit: I'm also specifically talking about the functions that are found in blueprints.

Product Version: UE 4.9
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asked Sep 05 '15 at 04:47 PM in Blueprint Scripting

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OMANOMNOM
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Physics are buggy/quirkey/hard to handle in UE4 ESPECIALLY in blueprints, so its easier to just use nodes such as AddLocalOffset/AddWorldOffset AddLocalRotation/SetRotation/AddImpulse/AddTorque etc. using events and branches as well as loops and functions etc. to get the effects you want.

In my experiance anyway making a submarine game thats what we found and thats like a spaceship.

A rigidbody with physics is much harder to control and less tweak-ability, but you do get the benefits of being more "realistic" in the technical sense (not always in the visual sense) and you can use hit events easier.

Can you be bit more specific if that doesnt help?

Don't forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going as well as keeping AnswerHub clean so that it gets removed from the "unanswered questions" category.

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answered Sep 05 '15 at 05:15 PM

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Nsomnia
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