Man I hate to be THAT guy but… Let me tell you some things you’re doing wrong that are/aren’t technical.
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Assuming UE4 doesn’t have things and being upset about it. UE4 has full physics based movement, and it’s pretty freaking good, and someone kind of told you that and you immediately get mad that it doesn’t do what YOU think it should… make your own game engine then, if you’re so smart. Blueprinting in UE4 is probably the only thing that’s making it even possible for you to attempt this project.
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Ubisoft didn’t make Overwatch… And Unreal can do simulated physics over networks just fine… That’s how almost all falling happens in any videogame, including fortnite. In fact, Unreal kind of got famous in the first place BECAUSE of some pretty cool physics based multiplayer gameplay… You just have to be able to understand how the tick function works and why it’s important. Any engine, doesn’t matter what, has to solve the same problems when replicating for multiplayer. The information available out there on the subject is overwhelmingly abundant.
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Physics Constraints are complex and work pretty much the same in every game engine because they are based off of PhysX, and if that confused you, then, sorry bud, but the tough news is that you need to read up on that too if you wanna understand what you’re looking at.
none of this is easy. Don’t get so easily flustered. Stay excited. Pretty much anything you can imagine is possible but it isn’t just going to be given to you. Appreciate the blueprint system. We don’t deserve it.
Oh and if it makes you feel any better, I’m struggling to come up with a solution to the same exact problem. When you use a humanoid thing that stays upright, it’s actually not that hard. When you use a ball? Gets a bit trickier, depending on what your desired result is.