So, currently I’m trying to make a game about tiny planets. The player needs to walk in these planets. There is no problem in using the physics engine when the planets have a sphere mesh, but I wanted to make planets unique and the mesh is like a low poly sphere, with some little bumps here and there.
If I use the physics engine, while walking, every triangle of the mesh makes the player bump. I fixed this somewhat by using set actor rotation every frame, to align with the vector that goes from the center of the planet to the player. This however, works fine walking, but when I jump, at the time of collision with the planet it bumps, its like if its calculating the physics, generating an angular velocity due to tangencial velocity respect to the surface and right after setting the actor rotation, which makes the screen flick everytime you land a jump.
So the question is, Is there a way to stop the physics engine from calculating rotation and do it myself. I know in unity it is very easy to just disable rotation in the rigidbody and the C# scripts just calculate and apply rotations. In UE, there is freezing rotation, but that does not let me adjust de rotation in-game.
I’m programming all this movement in Blueprints, would it be smart to recode everything in C?