I’ll like to know how I can make products as HAVOK FX, Cloth, Physic etc… compatible and make them run in UE4 including Havok Script. Thank you!
You would have to have access to the HAVOK source code and then port it over to C++ with UE4 markups, and then create a plugin which uses the HAVOK stuff.
I think it’s a lot easier to just use the existing physics engine which comes with UE4 and use the APEX cloth simulation. You’d have to have a very strong use case to justify overriding the built-in systems and the months of effort it would take to correctly implement them.
Good question, I am interested in it too.
Better to use the existing physics engine.