I am trying to make a mechanical simulation. While the collision between two parts sharing a physics constraint is disabled with the constraint, I am having a problem which I believe is caused by collision between moving parts that aren’t directly joined via constraint. What is a good way to deal with this situation?
I have tried complex collision but apparently that does not work with physics.
In the pictures I’ve attached, the problem specifically seems to be with the two vertical levers (which are one mesh, having a collision mesh which encompasses both levers and the empty space between). The constraints work correctly when the white horizontal rod is not in the position shown.
This is what leads me to believe the collision of the white rod is intersecting the collision of the vertical levers and causing physics errors. Ideally I want some way to specify that none of these moving parts should collide with each other, as that is simpler and this situation is fairly complex. However, they still need collision to simulate physics properly.
In other game engines I’ve worked with there were physics or collision layers and it was possible to do what I am describing. However I am not sure how to do this in Unreal, it seems there are multiple systems available.