Correct physics for vehicle with attached movable arm

Hi there,

I want to create a vehicle that has an segmented arm attached on top, which is steerable by the user.
I’ve successfully imported my mesh, vehicle physics are working as intended after a long testing phase.
The arm is moved by manipulating the bones in a custom animation blueprint via variables.

Problem:

  • If I create capsules in PhAT, the arm will just drop, or detach, regardless of the options set. Or the whole vehicle will clip through the air and fly away. And I can’t use animations to move it, because it seems the physics engine has total control over all positions/rotations.
  • If I create bounding boxes in the Actor editor, I can move the arm AND the vehicle, but the bounding boxes do NOT collide with static world structures. They will only work with collision on PhysicsActors, regardless of the options set (I’m ignoring Vehicle and Pawn channels).
  • Ideally, I want to have some inverse kinematics, where the arm is able to push the vehicle of the ground or from any other obstacle (world static, world dynamic, …)

Any idea on if this is feasible to do? Workarounds?

Thanks in advance!