I noticed that 4.20 has PhysX Contact Modifications but I couldn’t figure out how they planned us to implement it on the project.
Is there any Epic’s physics dev out there that could explain mainly how are we supposed to get access to PxContactModifyCallback’s onContactModify (which is the actual place where we get all the contact data to modify). I would have expected it to be overridden here : https://github.com/EpicGames/UnrealE…XPublic.h#L436 but it’s not.
Either part of the implementation is missing or this is designed to work in way I didn’t realize. I know how I could extend this if I modified the engine code (I’ve done PhysX Contact modification support for UE 4.15, 4.18 and 4.19 in past) but surely there has to be a way to use engine feat without making a custom fork?
edit-> Here’s an additional wrapper I made that lets you use these new contact modification changes: https://github.com/0lento/UnrealEngi…067bda6ebe677a but it obviously still requires a custom engine build + I had to make some minor modifications to be able to expose it all nicely in the editor.