How about answering the valid questions instead of telling him that physic calcs are BS - which is just plain nonsense?
- they come into play when a phys volume or phys mat alters the way friction works.
basically the reason this is often implemented in c++ is that BP has (or at least had) no easy access to retrieve the current values. However the variable is avaliable in c++, so you can use it to make your code work on anything.
Ground friction is how slippery a surface is - applied during movement.
Breaking friction is how quickly a character stops when no input is applied. So you’d remove it to have an Ice slide effect.
- yes, its usually the total sum of the PHAT bodies. They provide the total mass in KG but you would have to parse through them to tally up, and hope that whoever set it up actually set decent weights.
Normally you do this once on BeginPlay or Construction event. Depending. The phat may not be loaded during bp construction but it usually is on begin play.
Since you only tally once there is virtually no overhead even on a phat with 1000 bodies (which should also be impossible anyway).
you should be able to get and query each body in a for each loop even in BP, but you’ll likely have to hunt the correct pathway and cast to the phat asset…
The movement component should have its Own value - which is merely likely to be set correctly…