First, I would like to say that I am really surprised with UE4, especially the physics. I never did game writing, but have lots of background in 3D software and Coding.
I am trying to create a powered ragdoll which has walking/balancing algorithms to drive the joints/contraints.
Here is what I have done so far in my project (and which works nice!):
- I migrated the HeroTPP physics asset from the physical animation example, 2. created a nice camera logic that takes gamepad input (blue print looks like a bowl of spaghetti; it is basically the GTA 5 camera replicated) 3. turned HeroTPP into blueprint and added gamepad input to apply force/impulse and so on to my ragdoll’s bones (HeroTPP), 4. I added some rocks/geometry etc from the starter content
So now I have my ragdoll that I can have fly through the level, throw down cliffs etc. This works really nice and in a realistic fashion by adjusting the contraints in the PhAT to the ‘contraints’ of a human body, i.e. the joints and their limits. So no matter how hard and from how high I form my ragdoll around, it always stays in natural poses when crashing down cliffs etc.
Here is my question:
Is it possible to adjust the PhAT constraint parameters (swing limits, overall rotation, etc.) during runtime.
I did not find a way in blueprints, so I guess functions that can access and change the parameters need to be created from scratch by myself in C++.
I found ‘add torque’, ‘add angular velocity’ under Physics in the blueprint, and they work, but they do not serve me well. I need to change the constraint parameters directly to create something like a walking robot, but completely animation free.
There is this small game SUMOTORI, which has self-balancing ragdolls. There you can get the idea.