Chaos Vehicle Multiple Meshes Collision/ animation

Hi,

Trying to make a chaos vehicle that consist of multiple component meshes (turrets).
The base vehicle works well. however.

I cant seam to get aditonal Skeletal meshes to play ball i can get either;

  • Animatable mesh that has collision on vehicles bases and players but not on other turrets or terrain using kinematic on the physics asset or turing physics off.
  • A simulated physics turret that wont attatch or conect via a physics constraint and wont run the animations just goes floppy within contraints. but will interact physics wise. (physics contraint can attatch it to say other things just not the chaos vehicle mesh )


This shows the Phisics constraint not conecting to the Chaos vehicle Mesh but conecting to the turret

i ma trying to make it like this so designers can switch out and change the turets and their locations at will between vehicles.

I am using a class that extens USkeletal mesh and is added in blueprint.
I have tried adding it via C++ first but as it wasent working so im testing in blue print and the same issues.

Any advice from any one whoos got multiple skeletal meshes / components contributing to the whole physics of a chaos vehicle.

ok some progress.

If the physics object are all one skeletal mesh and I use set angular physics I can get a simulated turret working. with collision on the world impacting the turret and the tank.

However it still leaves the issue that if I want a seperate actor attatched via a physics constraint they wont attatch to chaos vehicle.
I can conect a kinematic turret and animate it but it wont interact with the world eg if the tank is upsidedown it goes throug the floor.

I made my own experimental vehicle base and turret not using chaos.
and this seams to work but id like the features of the chaos vehicles.

TLDR:
How do i constrain another simulated physics actor or component to a chaos vehicle mesh?


Hours later and working self made physics tank…
was being a mupet with names on the constraint…

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