I just recently moved to Unreal Engine and I want to achieve the same physics simulation as I did on Unity3d as seen on the picture above.
The pole parts are constructed from the cylinder meshes linked by Configurable joints with Angular Limit spring set to Infinity and the weight of the cylinder gets progressively lighter towards the tip. The fishing lines were also constructed in a similar manner.
This fishing pole will bend according the heaviness of the object attached at the end of the fishing line. I can control how much the pole will bend by adjusting ether 1) the angular limit X spring of each joing or 2) weight of the object dangling at the end of the fishing line.
Since I’ve read somewhere that both unity and UE uses PhysX, I tried to construct a scene in a similar manner and play around with the Twist limit stiffness but found no success.
But I still have more questions. I tried to follow your answers to simulate the physics. It can be hooked up with objects just fine!
However, the resulting behaviour is not what you expect from a fishing rod. In normal conditions, the rod won’t bend by it’s own weight, as it bends only when it hooks with something. However, with your method, the rod bends regardless of the weight distribution/stiffness settings.
Do you know how can I fix this behavior?