In terms of theory and Blueprint prototypy / nodes to use, how can I attract a partial part of the Character’s body to that of another Character’s.
I essentially want to impulse and then snap a part of a Character to another Character so that they line up and have a potentially mutual rotation (i.e. so the aligning parts aren’t facing the opposite direction).
Say that two Character’s hands meet together (like in procedural IK) as like in a hand-grab or gun-grab/socket-grab in combat.
Or to line the torso, belly or pelvis, etc in like a combat/wrestling move.
In other words, I want the animations I’m using to get the the separate Characters to sort of trigger a collision and then for a part of the Characters to “magnetise” so that the animation lines up.
So what I’m asking is:
- Is it possible for two different Character’s attached Collision components to trigger a collision event for an estimated trigger area (I’m confused by this as I’m not sure how to get attached collisions to behave as in world-space detectors/attractors).
- How may I impulse the centres of the Collisions / attachments so that they meet together, and then allow me to trigger a partial animation or logic when they meet i.e. closure of hand on hand grab.
- Is there a better way than doing any of this I mentioned to achieve the same result in UE4?
- I’m not sure if this involves seamlessly attaching the Characters, but I’m not sure how to do that i.e. body slam but that might be a slightly different concept.
Additionally, if the Characters were on vehicles would there need to be some kind of hierarchy to this, or should both Characters be put onto a Vehicle actor so that the world space collisions between characters have no interference when they the Characters have such interaction on a moving object i.e. Vehicle.
Thanks