I’m attempting to build a bike, but having trouble with the basic physics rig setup for steering (and imagine I will encounter issues with suspension too)
For now, I have a box for the body, and spheres for the wheels as components in one actor.
Fixing wheels to the body with a PhysicsConstraint at the center of each wheel works as expected, and with a little balance I can roll along happily - however I would like my front wheel to steer - so I’ve inserted another physics body at the center of the front wheel.
The new body (axel) draws a mesh, has collisions enabled (which for some reason seems necessary for physics to work?) but is set to ignore collisions
My initial attempt, the axel wobbled like crazy, when I re-ordered the constraints (putting the axel and its constraint as a child of the body) the axel would remain stiff, but the wheel now wobbles.
Is there some way to make chained constraints work reliably? I’m interested in other solutions for steering but I’d still like to know what is going on here.
(ref, old thread, sounds like the same issue: Using multiple physics constraints - they wobble! - C++ Gameplay Programming - Unreal Engine Forums