I am trying to make an infinite collision box that blocks everything under a specific z value (with hit events) and for that I would like to use a simple float. Any idea how to do that? (it is for a 2D game and the box extends on the whole X axis, but I am rendering a procedually generated mesh only where the camera currently is for optimisation)
I am trying to make some 2D water too , I currently made the function for the wave, and the function for the boyancy depending on materials. I would like to be able to make something float physically.
I would like to know too if there is a way to handle deformation of a mesh in the physics part of the engine (not very experienced in the workflow of ue4)(btw, it’s not a static mesh, it is a custom mesh, where I can define in code every single vertex of it), if possible in blueprints, but c++ is possible too.
I hope you have great answears