Currently having the feeling that I’ve quite overestimated myself…
I’m working on the project mentioned here which is due in about 2.5 months: https://forums.unrealengine.com/showthread.php?87896-Can-the-UE-be-used-efficiently-for-pure-physics-simulations
Unfortunately it’s the first time I’m using the UE and everything seems very non-intuitive.
The thing is, I need to create many constructions of physic-instances (simple cuboids/scaled-cubes) attached to each-other with various constraints.
However, those constructions need to differ and to be created at runtime with computed values - so I cannot use the editor or blueprints and have to do everything in C++. Or am I wrong about this assumption?
Could someone redirect me to a proper tutorial or example which shows how objects are created and attached in C++?
The only thing I could find was this tutorial: https://wiki.unrealengine.com/Physics_Constraints,_Create_New_Constraints_Dynamically_During_Runtime
I’m working since more two hours on it but cannot get anything compile-able, not to mention anything working…
An actual project example would be so much better.
TDLR: What do I need to create a few attached cuboids with physics in a simple BeginPlay() event?
Hope someone here around could be so friendly to give me a push in the right direction…
Huge thanks in Advance!