The “Physical Animation Component” is a new feature in UE4 with a lot of applications. In this stream, Ian Shadden will walk through setting up a third person template character with the Physical Animation Component to help get your started with your own physics-affected characters. Come watch fluidly moving skeletal meshes that bump into stuff and then make your own to throw around!
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
I’ve been playing around with this for a bit, and apart from some issues, it’s been great fun! I’m really looking forward to this, I hope it will make things clearer for me, and maybe give me some ideas.
Let us all throw that poor third person template character around!
Looking forward to the stream! I would love for you guys to show and talk about a good way to attach the character capsule to the ragdoll, so that let’s say you a character to get hit -> fall over in ragdoll -> get up again his capsule follows all the way :).
Sounds like the collision on the mesh was set incorrectly. Under collision presets, make sure “Collision Enabled” is set to Physics Only and also the collision channels should be set to Ignore for Pawn.
Thanks, I’m out of town so will have to check back later. Pretty sure I saw what I was missing during the stream. I wish I had remembered to ask during the stream about different pawns colliding with each other though, granted it could get messy with a crowd of characters. I like unstable but controlled chaos.
I had to step out so many times that I asked them to put a speed order on the youtube video(I like to watch on my TV) during the stream, naturally that probably lead them to accidentally destroy it or something.
Great to see a physical animation component becoming part of the package - brings a lot of the fun up to the level where developers can easily access it without having to dig around in PhysAnim.cpp.
I may have missed it but are there any plans to provide exo-skeletal constraints to drive key points (e.g. hips, chest, hands, feet, head) to desired targets, either from keyframed or procedural animation? (Basically like the grab function works in the physics asset editor).