Hi everyone, a UE4 newbie here.
I’m working on my very first game, a spaceship simulator. I started following a tutorial I found on youtube from UnrealTek and ended creating my own custom version of the blueprints that produces the cool semi-realistic sensation of being on the space that I had in my mind. It uses Thruster Physic Components for roll, pitch and yaw.
NOTE: I recorded the explanation of the issue on this youtube video. Just the same that is explained below.
So I was using a Box Collision Component to test but eventually I decided to replace it for a more accurate collision geometry (a simplified version of the ship). I created it on Blender, renamed it according to the documentation and…the nightmare began. The collision works fine except that it changes the behavior of the rotation. When doing a 360º YAW rotation you can see the horizon go up and down (like a sine wave).
I made sure to set the center of mass of the ship and the geometry at the origin in Blender. No offset for center of mass being applied on Unreal. I tried with the Auto Convex Collision and the results were the same. I added a box simple collision and the “sine wave” movement was gone! I also added a box in Blender (as collision) and it also made the wave dissapear, but again, it’s a box and also changed the angular velocity.
I’ve been stuck with this for 2 weeks and can’t find tutorials about it. From the bottom of my heart, HEELP!!!