First of all, I’m new in Unreal and maybe I’m asking dumb question, but I can’t find any answer on the internet.
So, I have sphere mesh ( ball ), which I want to be main character in the game ( like rolling ball game ). I want this ball to be soft body, so it can deflate or interact with other objects as in reality.
I’m using nvidia flex physics for soft body implementation ( I’ve defined sphere object as flex soft body asset ) and it works perfect, but the problem is that because of unreal’s simulated physics can’t be enabled on flex assets I couldn’t add any torque or other forces to this object, so it won’t move by player.
The solution I tried: I’ve created another ball, but smaller which isn’t flex asset and placed it inside flex ball, created blueprint for it so it can be moved with controller ( keyboard, mouse), enabled attach to rigids on flex options for flex ball and it works, but I think it isn’t good workaround, because flex ball always imitating inside ball’s physics and it doesn’t look well.
Do you have any suggestions?
And also sorry for my English.