I have a scene with a character. I have adjusted the physics component to my liking. I am rendering out my cameras through the sequencer. At the moment my physics component must not be connected properly to my character blueprint because at play time the sofbody physics aren’t being simulated. How do i add it to my BP ?
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If you’re using a Character class object, then it can’t do full simulation, because Character has its own forward-kinematic simulation to handle “gameplay movement” which is non-physical.
The Character can collide with other objects, though, so you could add collider objects that push other things out of the way.
If you had more details about what specifically you want the simulation to do, perhaps someone can give a better answer for how to accomplish that.
I can’t share too much but the tldr of it is that i’ve been brough onto a project that was started a while ago. The idea is to render out a short animation in a level sequencer of an animal walking down a street. But i need the physics to work for his ears for example when he moves his head or his tail. I have all that set up the way i want in the physics component and when simulating they behave how i want them. My question now is how do i have that simulate during playback of that level sequencer as well >?
You could let the level sequence drive the walking behavior of the animal (e g, the “walk to location” of an AI Controller) and let the simulation and animation blueprint actually animate the walk cycle. Then the character will do its thing and simulate as normal. The drawback is that you don’t get frame-accurate control of foot placement or joint angles. (Unless you add foot IK target locations to the timeline and animation blueprint, too…)
So, doing it this way, is more like “directing an actor” than it is like “posing a mannequin.”
I probably should have mentioned this earlier but we already have a mocap animation of the animal ready to go and set up with the mesh and groom to work inside unreal.
Can that animation be played as an animation blueprint animation, perhaps motion-synced to how far the character controller moves the animal?
If that doesn’t work, then I don’t know how to solve the problem you’re running into – I haven’t run into that particular combination myself, so I’d love to learn what the underlying reason is
im not really sure what you asked me just there. I’m not the most knowledgeable UE4 person I assumed it can be done in sequencer since the project had already been started with the idea to be rendered out in that way. How was the meercat demo by WETA done for example ? That would have all the components i would need like a mocapped animation and physics and weather blueprints etc. all running at the same time