I’m looking to replicate the physics behavior of items in Fallout. Currently, the physics objects aren’t functioning properly, and I’ve run out of ideas on how to fix it. These items can even launch the player into space. What can I do to recreate the physics of small items in Fallout 4?
Do you have any idea why my physics aren’t working similarly to the beginning of the video? I’m using default physics settings of First Person Shooter template.
I’ve already tried adding another collision mesh, which was the best solution, but it had its own disadvantages. All other larger items felt weightless, and small objects could clip through the walls.
Keep in mind that Bethesda’s Engine is specifically tailored to handle such simulations. It has done so for quite some time. So, what is viable in it may not be realistically viable in Unreal.
Okay, with that out the way…
I’m aware that the PHYSICS ASSET is specifically used for skeletal meshes. If you want to get something that reactive (your example video), you may need to generate skeletal meshes. But physics in Unreal are not currently in my scope.
I will say that Cyberpunk 2077 has some of the WORST physics I’ve seen for objects like bottles and cans. My character stepped on one and it shot like a bullet. And that’s a AAA developer, mind you.
I’ve tried to add a new collision box, which yielded the best result, and I’ve also attempted to decrease downforce in the character movement component. In the video, I removed my additional collision mesh because I couldn’t find a solution to objects clipping through the wall. Even with CCD enabled, the player could still push objects through other static meshes. Additionally, as I mentioned before, other physical objects felt weightless.