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Can physics substep ticks bedone from a Blueprint?

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    Can physics substep ticks bedone from a Blueprint?

    Hello,

    I'm trying to tame some wild physics and have introduced the engines substepping which has definitely helped.

    But I was wondering if I could do more by hooking into the special 'Substep Ticks' from my blueprints?
    I know this is possible using c++ but I can't convert my characters to c++.

    Has anyone done this?

    Cheers
    Fred



    #2
    It is best to do any substep work in c++, since it fires many times per frame on a separate thread.

    You can, however,adjust the tick group of your character to fire before or after physics.

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      #3

      Thanks for the advice. Do you know if I could write a blueprint node that did the substep work only, without (re)writing other parts of my character in c++?
      This is for the ragdoll part of my character.
      Edit: Or maybe a component?
      Last edited by Fredrum; 10-30-2017, 03:14 PM.

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