You said:
because it’s pretty physics based
And so is the above, it’s a physically simulating mesh with a widget component attached to it.
It’s an actor with Static Mesh Component
(for simulation) whom I gave a long descriptive name - since you’re making a 2d game and want physical simulation, I assumed you’d want entities constrained to a plane - so they do not fly away on the undesired axis.
You can’t do everything (without plugins/digging in Slate) but you can do quite a bit. Some things are more painful than others. Some features are well hidden.
Yes. But you get a couple of benefits. Z is sorted for you based on camera distance. You do not need to track location (but you can). There are caveats, too, ofc. Here it is with the crazy turned off - you can see the mesh and the animation in the widget is not playing.