I made a localized physics system in Unity 5 (artificial gravity, inherited transforms, etc) and want to port it to Unreal. Running into a large wall. Video inside!
I made a thing in Unity.
Two things stand out: Artificial gravity based on a trigger collider, and the fact that all the physics objects inside that volume seamlessly inherit all transforms. (Also, they don't receive any external acceleration that the master rigidbody experiences!)
I achieved this with this hierarchy in Unity:
And, every physics tick, a separate script made the physics-less container copy the transform position and location of the master rigidbody, without actually being a child.
Unreal Engine 4.10 uses PhysX 3.3, the EXACT same physics engine that Unity does.
However, I have been entirely unable to recreate the effect in UE4. The issue is that the child physics object is aware of the overall motion of the container, and experiences world-coordinate-based momentum when the container moves.
In the Unity demo, the boxes inside the container are entirely unaware of the movement happening outside of their direct parent. In Unreal Engine, the physics objects act very normally, very aware of the movements occurring outside of their local coordinate space.
Basically, it all boils down to this:
Is there any way to make a PhysX object in Unreal only use relative coordinate space?
Thanks guys. Hopefully you enjoy my little tech demo in Unity, and are able to sort out my physics woes.
asked Feb 04 '16 at 05:58 AM in Blueprint Scripting
Peter L. Newton did something with this. The project was called LocalSimulation for UE4.16.2 although I can't find any mention of it now. I still have the project if you would like me to upload?
From the projects read me...
answered Apr 15 '18 at 10:33 PM
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