I’m struggling to get animation mixed with chaos vehicle physics working correctly.
I have a vehicle similar to that of a telehandler with an arm and bucket on the front, it’s all setup and moving correctly. However, I’m having a hard time moving the arm and maintaining correct collision and physics. I expect it to behave like when the arm or bucket is pushed against something it pushes the vehicle back, like you would expect in the real world.
Setting the body of the arm in the physics asset to kinematic causes it to no longer collide with anything or the collider remains in the position it started in. Not having it set as kinematic causes the arm to not move. I’ve tried adding a collision as a component within the blueprint and attaching it to the bone but that behaves the same way. I’ve tried physics blend weights and that causes the same collision issues.
I’ve also tried a method of using static meshes within the blueprint instead of the collision on the physics asset and moving these instead. This gets me close to the solution but the resulting physics are not as expected. With this method, when the arm or bucket hits something the physics reaction placed on the vehicle is delayed or incorrect.
The method mentioned above was an idea I got from this video, but it’s not clear how he got it to behave correctly with the physics.
I’ve been struggling with this issue for about a week now, trying many solutions but none give me the desired effect.
Any suggestions are appreciated.