Making custom pawn physics
Is there any way to use built-in ue4 object physics to interact with my custom pawn? My pawn(character) doesn't use physics to move, it just updates coordinates each frame based on user input and gravity vector. i.e. FVector (UserInputX, UserInputY, GravityVector). Clearly pawn simulates no physics to move, so is there any way to make it interact with physics objects to push it around? Or should I calculate hit normal each time and recalculate new expected position for swept object? (Making physics by myself).
asked Sep 17 '15 at 10:44 AM in C++ Programming
Look at "Character Movement Component" code you will find all what you need to make a non-physical pawn interact with other rigid bodies
answered Sep 17 '15 at 11:12 AM
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