Local Coordinate Systems for PhysX 3.3


In Unity5, you can specify rigidbody-physics objects to use their “parent’s” coordinate system to simulate physics (e.g. physics simulation inside a moving spaceship). In UE4, this is not possible, as all physics objects always use the global coordinate system for their physics simulation.

Please add some sort of way to allow physics objects to simulate within a local coordinate system! Thanks!

I like UE4 much more than Unity, but the lack of this feature drives me to use Unity for my spaceship game.

(Both Unity 5 and UE4 use exactly the same version of PhysX for their physics simulation, so I do know that it is possible.)