NVIDIA GameWorks Integration

Hi everybody,

I’m a UE4 user still new to Flex, and am extremely interested in building game-play using Flex for my physics-themed educational gaming project in the works.
I’ve got a couple of queries that I hope you guys might be kind enough to shed some light on:

  • it seems to me that UE4 Flex doesn’t currently support the ability to get info back from the simulation? (eg. particle velocity/position, contact details etc which are available in the API but not actually exposed in UE4 blueprints?)
  • the contact is trickier since the API itself only seems to expose contact planes(but nothing on the forces involved), and while I can do the usual computation(particle mass*velocity change on collision) to get an inkling of the force for colliding contacts, what about stuff like resting contact forces or rolling contact frictional forces?
  • is there any hope on the horizon that *general *contact forces may be made available eventually? (isn’t just a matter of exposing something that would’ve been computed internally anyway?)
  • although Flex doesn’t currently support joints, Flex particles may be anchored to rigid bodies…thus presenting a way for Flex bodies to use the latter as proxies in order to be *indirectly *constrained by joints?
  • I was told that fracturable rigid/deformable bodies are actually supported(though the demos didn’t show )…can I presume that means I can do stuff like breaking vases, splintering wooden planks, slicing jello, cracking glass, bullet ripping through metal sheet etc…just to give some vivid examples?

Cheers :slight_smile:

Workshop Foundry