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Antenna Simulation

Hello everyone,

I have a separated antenna model and I want to add this model to the vehicle blueprint and simulate physics when the vehicle moves. How can I make this simulation?

Product Version: UE 4.20
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asked Nov 18 '18 at 09:22 AM in Using UE4

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Core21.
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So you want the antenna to be kind of stiff and springy so when the vehicle jostles the antenna sways? There are different ways to do this. One way is to make the antenna a skeletal mesh - with a chain of bones starting at the base of the antenna and ending at its tip. Then after you import that into Unreal, you can add a physics asset to the skeletal mesh where all the joints are constrained to little or no rotation range. Then when a force acts on them it can only bend the joints a little ways and they will try hard to stay straight. Makes it springy.

There is probably a better way but that is one that I have gotten to work.

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answered Nov 18 '18 at 11:13 PM

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mightyenigma
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avatar image Core21. Nov 19 '18 at 10:50 AM

Thank you for your answer. I was thinking of same solution but there is an unknown case, and I think I need to test it to see if it works. The antenna mesh is separated, so I need to add it to the vehicle blueprint as a child actor. Physics will be applied on the car mesh but can the antenna get the velocity from the car mesh to sway?

avatar image mightyenigma Nov 19 '18 at 03:13 PM

I dont know - I have never tried attaching two physics simulated skeletons together before. Please reply back with your results because I am curious.

avatar image Core21. Nov 19 '18 at 04:02 PM

I tried but it didn't work. To simulate antenna physics, I needed to turn on physics on the antenna mesh; but when it's active, it works as if the antenna is a separated actor. I think, I need to combine the antenna mesh with the car mesh. Anyway, thank you for your help.

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