I’m currently have some thoughts about my new game concept and one of my main ideas is to implement a tiny planet like physic for game.
I already just did simple C++ proof of concept by disabling gravity and using PhysicThruster components in each the actors
to simulate gravity for specific planet sphere geometry.
Here is video demonstration:
But after I start thinking about next steps, few new questions has been appear:
- how to implement path finding solution for pawns?
- is it any troubles with default humanoid character physics in UE4 in situation without default gravity force (like that might be characters won’t able to change orientations according to custom force gravity point).
I just tried to build NavMesh for sphere and half of sphere geometry and found that NavMesh which was generated as result
mostly is very close to 2D plane (even if is have some convexity), therefore it’s looks like NavMesh is not so good for my idea (or for cases where pawns able to walk on walls directly like spiders) - is it true?
(In other words - Have I need to implement my own path finding solution?)
Currently I didn’t tried do something like it in UE4 and I don’t have enough knowledge about UE4 character system.
Therefore what do you think about it? is any limitation to use characters system without default gravity?