Articulated Physics

Hi,

I am now having big trouble lol connecting 3 objects using 3 constraints where mass of them differ a lot. It is basically a towtug pulling an aircraft with a towbar in between. After a lot of tweakings which include making masses of them about the same (the biggest ratio of mass is limited to 5:1), plus some others as outline here Coder Corner » Archivio Blog (Pierre Terdiman is the original creator of Physx) but still not yielding good result. Wobbling, explosion and many strange phenomenon… haha…

So now I am trying to create articulate physx (already inside Physx but not exposed to UE4) as outlined here:
https://docs.nvidia.com/gameworks/co…culations.html
And also this is based on the advise from nvidia too: http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Joints.html#configuring-joints-for-best-behavior

So the question now is:-

  1. What is the easiest way to do this? I can do C++ no problem, maybe need a little guide in here. I want to make sure it works first by doing as little as possible work before I embark on full C++ work.
  2. Has anyone done physx articulate in UE4? Does it produce good result? ie stable joint etc…

TIA.