Non-physics collisions

Is there a way to simulate collisions without simulating physics because I have created a simple vehicle controller where I set its location each frame for movement instead of using forces and physics. When I use the collision shapes built in I just go right through any thing I should be colliding with?

Hey there @BLAZEPunk! The answer, depending on your use case ranges from incredibly complex to relatively straight forward. If all you want is to be able to stop the vehicle from making penetrating movements, you can sweep for every movement and cancel it if it ends in penetrating another collision using the sweep function inside of the set location node.

1 Like

This almost works however the root component does not have a collision.

image

The way I do my helicopter rotations, I have empty scene components so that they can act as a new axis to rotate around this is so that I can rotate around the meshes relative axis and it will rotate around its yaw and not the world yaw axis. Is there a way I can tell it to sweep the collisions location and not the roots location because I do not want to rotate the root, only the mesh?

Oh, that’s a tough one! Since the root is what’s rotating, that’s what the sweep will always check normally. Instead of using blank roots to rotate, would it be possible to adjust the pivots of the meshes and rotate them from there? Otherwise there will be some fun math involved. Another note, if this is for rotors, it might be easier to just simplify it to anything in their cylinder due to speed.