Hello !
I was wondering if it’s possible to enable physics only on a part of a Skeletal mesh. I do think it’s possible but I’m not sure how. My goal is to have a car that keep his wheels to the ground using raytracing (I don’t want the car to jump, etc), and animate the rest of the vehicule localy with physics (since the “logical actor” is replicated correctly, I can simulate physics localy without trouble, this is an RTS, so that should do the trick, that will save a lot of bandwidth).
This image from AoA represents exactly what I’m looking for. Even under a huge speed + rotation, the car keeps its wheels on the ground, but the rest of the car is simulated for more realism (even tho here it’s unrealistic because too extreme). This game doesn’t use UE4, but I guess the process is the same. They probably have one skeletal mesh and the wheels are part of it, but do not respond to physics.
Thanks !