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Stop Physics for Sensor Calculations

I am trying to create some sensors to place on a vehicle. The issues I'm concerned about is lets say I have 6 sensors. Each sensor takes X amount of time to process the data in the world and produce the data it requires. Thus if the physics simulation is not stopped (or snap shot grabbed), the second sensor to generate data will use a world where X time has passed. How can i set things up so that all sensors can process the same picture of the world for each given time slice?

Product Version: UE 4.18
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asked Jan 28 '18 at 06:50 AM in C++ Programming

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Dont worry about it.

As long as X time is < 0.033 seconds then nobody is going to know except you and me.

The human eye is too slow for anyone to notice that the sensor data is a frame behind.

The game world is smoke and mirrors. We dont have to have a perfect simulation of the physical world. We only have to represent a facsimile of one.

Dont stop the physics sim. Its not continuous, so it stops every frame.

There is a Pre-Physics tick group. A during physics tick group, (for things that can run in parallel to physics). And a post-physics tick group. Between these Pre and Post tick groups is when physics is being simulated. From Post to Pre no physics is being simulated.

If you need to update with more granularity then you need to "time-step" the physics engine. This in conjunction with Custom Physics Update. You can get a callback at every "Time-step" interval during the physics update.

search for AddCustomPhysics,,,

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answered Feb 24 '18 at 06:09 AM

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