This is an idle question, as it’s something I’ve sort of got planned for my game maybe-perhaps, and I’m just thinking about how one would go about implementing it.
For extremely (and I’m talking >= SotC size) large characters, the physics asset would need to be extremely complex. Using capsule/box primitives as you do in PhAT works for small skeletons, but at a size where the player can stand between the toes of the enemy, you obviously need something more robust.
Is it really sane and sensible to try and construct a Physics Asset from a jillion glued-together primitives to account for this? Or would it make more sense to just build the character from a series of individual rigid-body Actors constrained or attached together (it seems like it, but I hardly relish the thought of trying to animate something like that)?
I’m wondering if anyone has any insights.