i have this concept for a game that i have this mesh Ball pawn character. i want for the character when he falls between teeth of a Gear_Sprites. to get stuck there or be hold there while the gear is rotating, even against gravity. so when the character in the right posing i can use Jump or some impulse to go to another Gear out there.
however i tried with :
have sphere collision ,so when the ball begin overlap apply a radial force, but it dose not seem to work or i don’t know how to make it negative, i tried with negative force value , but still no luck,
i tried with normal force but it seems to be impossible when the gear head down the ball will fall down
How much force are you applying? You may need very high values(negative for implosion of course) depending on scale of the objects. Also make sure you place the radial force to the center of the gear.
You’ll probably have to temporarily turn off “Simulate Physics” and implement your “radial force” vector for the duration of your effect. The force vector would have to be from the center of your character actor to the center of the gear. Once this radial force is no longer applied, you’d have to re-enable ‘simulate physics’.
You’ll also need to figure out how to change the orientation/rotation of your character as they spin around the gear wheel.
thanks for your recommendation,
that was exactly what i was looking for as the “Radial Force / Impulse” was not the effect i was looking for, thanks again,
note 1/ i used “physics Constraint” instead of “Physic Constraint Actor” as i am generating the Gears bluePrints randomly in space,
note 2/ it is better to set the Constraint Limits pragmatically inside the blupring, rather than setting them from the Detail Pan, as if you want to set the limits FREE for example you can , as in my case for some reason i was not being able to set the limits free when i blocked them from the Detail Pan
i was applying from 10 to 1000000000 i tried every thing with “+” and “-” but no result with radial Force / Impulse, however i approached the concept using physics constraint, it works better for what i had in mind.