(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Waoooo ! I love you :rolleyes:
I am looking for a bundle like that since a long !
It’s wonderful to share your work =)
I have not yet test your library, but i have already a request :smiley:

I’m interest to have a node to control the mass.
As you can see in my answer in thread : Change Mass using Blueprints

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Here’s what I know :
We want to have an with a Mass exactly = 1.00000 Kg
I take a mesh and set Physical properties :

  • Simulate Physics = true
  • Enable Gravity = false (we are in empty space)
  • Linear damping = 0.0
    —> at step, my has a Mass in Kg = 2198.014 :frowning:
    If i understand well, the Mass is calculated automatically depending on my shape mesh. Ok, so i will try to simulate a point with no shape in my calculation. To do that i use a Physical Material for my mesh :
  • Density = 1.0 (g/m3 = water density for example –> it’s the default value)
    —> at step, my has a Mass in Kg = 2198.014 (no change, perfect!)
    Now I know my density = 1.0 so the engine seems to know the volume of my (i would like to get optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]

** calculation is so complicated, i just want to be able to set manually the mass of my !!!**
In fact, there is a value in the physical material which cause problem and seems to be use by the engine for the calculation :

  • Raise Mass to Power = 0.75 by default
    If I set Raise Mass to Power = 0.0 —> my has Mass in Kg = 1.001 :frowning: WHY !!! :confused:
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Do you know how engine calculate the mass ? what values and calculations are used ? I would like understand if it’s possible!! :stuck_out_tongue:
Maybe you can overpass the engine calculation to be able to “Set Mass” precisely with a node ! and verify if the “Get mass” node -included in UE4- returns the same value…

https://dl.dropboxusercontent.com/u/21672921/_FORUM/ue4-mass.jpg

Thanks a lot ! :wink: