Summary

In this chapter, we discussed what Physics Bodies are and how they function in Unreal Engine 4. Moreover, we looked at the properties that are involved in Physics Bodies and how these properties can affect the behavior of these bodies in the game.

Next, we explored what Angular and Linear Damping are and how they can affect our Physics Bodies. We also discussed real-world physics when it comes to linear and angular momentum, apart from linear and angular velocities.

Additionally, we briefly discussed Physical Materials, how to create them, and what their properties entail when it comes to affecting its behavior in the game. We then reviewed how to apply Physical Materials to static meshes, materials, material instances, and skeletal meshes.

Lastly, we applied Physics Damping to Physics Constraint by creating a working blueprint example, where we constrained two cube meshes together and created a pendulum. Moreover, we applied angular damping and angular threshold breaks to slowly bring the constrained cube mesh to a halt. We also implemented the ability for the constrained mesh to break from the joint to become its own physics body.

Now that we have a stronger understanding of how Physics Bodies work in the context of angular and linear velocities, momentum, and the application of damping, we can move on and explore in detail how Physical Materials work and how they are implemented.

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