I’m in the process of porting a hover vehicle project (spiritually) to UE4 from Unity, and I’ve hit a wall regarding physics simulation and the pawn construction workflow. In Unity, my vehicle was built from a dummy game object with a child capsule collider rotated 90 degrees, a few modular meshes, and particle systems, like so:
Hover Vehicle (dummy object with rigidbody and gameplay components)
–Shell (dummy object)
----Body (mesh)
----Thrusters (dummy object)
------Left (mesh)
--------Effect (particles)
------Right (mesh)
--------Effect (particles)
–Colliders
----Roll cage (rotated capsule collider)
----Base (box collider)
By simply adding a rigidbody component to the root, the object respected all child colliders. What the root object was didn’t change the nature of the colliders, making construction very intuitive. I could easily build a prototype vehicle by throwing together a bunch of primitive meshes and a rotated collider.
From what I’ve seen, UE4 seems to disregard child collisions when simulating physics, and scene components can’t simulate physics. So, is this possible? If not, what exactly is UE expecting?