Hi, fellow devs. I have character who is a hybrid of Human and octopus with lower half being tentacles. for the tentacles I want to setup physics asset to stop the character from clipping through environment. But the problem is I have struggled to set it up in a way so that the original animation we are playing remains unaffected as much as possible by physics asset as much as possible while still being able to simulate collision on tentacles.
I need suggestions from people who have achieved something similar about how to setup phyics asset and blueprints. It is for an art project so performance is not a huge concern. Any other suggestions are also welcome
Off the top of my head you’re going to have to use IK on each tentacle and do per tentacle collision checks every frame. Depending on your intended result you may have to limit movement of the pawn during some collisions.
For example you’re moving backward and a tentacle collides with a surface. Do you stop backward movement on the pawn or do you use IK to move the tentacle in a proper direction so that movement isn’t impeded.
Not setup for a pawn. Need to use it for animation project and I don’t know why I would use collision each frame then use IK. Maybe I can setup control rig in a similar fashion to foot IK control rig is used in default ue5 manny?
I assumed you where using a pawn class. Doing so you’d need each tentacle to check for collision/overlap then IK move the tentacle as needed. The collision checks would turn on/off IK in the anim graph flow so as to not disrupt the animation.
Anyway, you can try control rig. It will requires traces.