I am working on simulating building destruction caused by earthquakes using Unreal Engine, and I have encountered three issues:
- The columns do not behave as a single rigid body; instead, they bend partially before breaking.
- The columns supporting the building undergo some deformation and then partially break before completely collapsing. I can use the fracture mode to make a column behave like a rigid body, but it is difficult to simulate slight deformations (like the tilting of the column). Could “Chaos Flesh” be used to address this issue?
- When I create a floor and place columns on it, I want to simulate the effect of columns breaking as the floor shakes.
- When connecting the floor and the columns with constraints, do you have any tips for setting the values correctly? Sometimes the columns don’t shake even when the floor does. In some cases, when the floor shakes due to collisions, it appears that the acceleration is excessive, causing the columns to bounce off unrealistically. I would appreciate advice on achieving more realistic simulation results.
- I am unsure if the units of force and deformation applied to the columns are accurate.
- In Unreal Engine, is the unit for force in Newtons (N)? The mass is typically set in “kilograms (kg)”, but I would like to confirm how the units for acceleration and force are applied to ensure accurate representation.
I would like to seek advice from those who have experience implementing Blueprint coding or physical simulations in Unreal Engine, particularly regarding the proper handling of forces and units.