Is it possible to get the result of a level without “playing” the level? For example, if I were to roll 2 balls down 2 different ramps pointed at each other, they would collide and change direction. Is it possible for me to get the calculations that UE5 WOULD do such as location and/or speed 10 seconds after the collision without actually “playing” the level?
You can simulate a level, but I guess that is kind of like “playing” the game. If you are using the C++ build, you could technically create a build that runs the game within a bat and returns if whatever you tried to do was successful.
You could calculate this stuff by knowing the velocity and geometry of where the balls were hit etc, but the best way to tackle this would be to run the game and check to see if it works.
You can try to increase how fast the game runs, but usually this ends up messing with the physics.
That’s unfortunately all I have.
Thank you for your input! I unfortunately am not using the C++ build, although I am curious in learning how to go through that avenue.
The issue I have with running the level is that if there is any interference on my computer, the physics start to get wonky and I get a starkly different result than a “normal” run would have given me.
Another way of tackling this would be to force Unreal to not run in real time and do all the calculations regardless of how long it takes, but I haven’t been able to figure out how to do that either.
I see! So you would say that the physics currently is unpredictable? If that is the case, there must be a smarter and better way to handle it. Hopefully someone else can chime in on the subject.