General Physics is now available as an Experimental feature in UEFN.
We release tools as Experimental to give you the chance to try out new functionality that is still under development. This allows you to try out new features and helps us improve them based on your feedback.
If itâs not already being worked on, Iâd like to suggest having joint components like Unityâs. The current FortPhysics component appears to only constrain rotation & movement to the world and it either locks the actor in place or doesnât.
Unityâs Configurable Joint component (linked earlier) offers fine control over how an object is constrained (like how a door may only open forward and stop at 90d) and allows rigid bodies to be linked to each other (think of a chain or segments of a rope).
So far so good, Iâm so happy we finally can use physics, HOWEVER, there are a few issues that make it very difficult to publish a functional map. Iâm assuming you guys plan to fix most of these, but so far here is what Iâve found.
-Player is sometimes pushed to the side by physics objects even when not pushing against them
-jumping and movement is just weird.
-some objects bug out when touching water.
-Large objects sometimes freak out when moving and begin to shake or spin
-Just as an extra wish, it would be cool to have physics walls, where the wall is built out of little bricks that fit together and each has physics.[quote=âkrisp, post:3, topic:2487075, full:true, username:krispâ]
If itâs not already being worked on, Iâd like to suggest having joint components like Unityâs. The current FortPhysics component appears to only constrain rotation & movement to the world and it either locks the actor in place or doesnât.
Unityâs Configurable Joint component (linked earlier) offers fine control over how an object is constrained (like how a door may only open forward and stop at 90d) and allows rigid bodies to be linked to each other (think of a chain or segments of a rope).
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Messing around has been good. But its clear this is super early. Glider redeploy doesnât work at all, assuming thats due to the weird floaty gravity that has come with. Hoping for the movement to improve which im sure it will. Only thing Iâve noticed early on is jittery movement on some objects even if not complex, player movement is just wonky in general like sometimes it feels like random gusts of wind are blowing me around. Having joint functionality could be super useful, such as imagine having 4 physics wheels and having them in a blueprint and creating a cart that can roll, or as someone else mentioned, making a functional door.
Looking forward to this progessing and being improved!
Just as a resquest , it would be fun to add dynamic gravity using Verse , so you could from a room with earth`s gravity(10g) and then enter a room with zero gravity (0g) .
Currently it isnt possible with the Island Settings to dynamically change gravity during a game.
Is the Character physics based now? Feels a bit heavy so i wonder if that part could be configured if so? âCharacter Pawn Physicsâ Off/On options
I think a simple physics would be nice where its just world objects that have physics.
How everything gets activated should also have way more configuration to it. A âProp Physics Deviceâ to attach to objects, and a simpler general physics device optimized to be a physics prop which could be used for 1.0 too.
I am sure this already planned but ATM itâs like a plugin just gets activated and all physics are active which is sweet but definitely needs to be much more configuration so I can have a light/med/heavy version of physics.
Feedback wise I noticed that the improved volume device does not detect entering for the new âcarryable spawner deviceâ mesh. I created a separate feedback thread for this - LINK
-Will the ability to add impulses to physics-based object be added soon?
-Likewise, any foreseeable way to disable or freeze objects that simulate Physics coming?
Not a lot of feedback for now, would be cool to have more control over objects.
Hello, how are you doing my right in a few, and what is a solution, I mean, a defect walking and hanging a grill and building in violin, and what is a solution without?
After experimenting a bit with the physics, one of the main feature I find missing is the ability to apply an impulse directly to an object and to retrieve the current force acting on it.
From what I understand, when we enable physics, the character also becomes physics-based. Here are some problems Iâve identified due to the character being physics-based :
-The characterâs movements are a bit weird.
-The character is deprived of many features.
-Character canât slide and do parkour.
-Canât ride wildlife animals(wolf, boar, raptor).
-Flint-knock pistol doesnât knock us back.
-The movement modulator device doesnât affect our character when activated remotely.
-The chair device canât be interacted with.
I believe this is due to our character being physics-based. It would be very beneficial to offer both physics-based and standard character options. I think this is a significant issue right now, as many things are limited by the physics-based nature of the character. I hope this is resolved soon.