Physics Asset Constraint not working as expected

Someone on the Unreal Slackers Discord group pointed me in the right direction. Apparently when you are rotating the constraint with the rotation tool, even though the widget arcs are rotating, leading you to expect that the constraint should operate within that visual arc, that’s not what is actually happening. You need to use ALT+Rotate tool in order to rotate the “frame of reference” without also rotating the constraint. I don’t fully understand the relationship between the two at the moment, but as a user I feel like there are still issues with this work flow. The normal rotate tool shouldn’t rotate the arcs if they are not ultimately effecting the arcs. When the constraint limits visuals(arcs) changes from a normal rotation operation, but the constraint doesn’t reflect that visual, it still comes across as a bug, if only in the rendering of the widgets. If a regular rotation of the constraint isn’t actually effecting the limits, the limits shouldn’t move with that rotation, but only with an ALT+Rotate operation.

Some clarification of the widget rendering would be really nice here, as would some actually useful documentation. The page on editing constraints in PHAT make no mention of an alternate rotation mode, or the presence of more than 1 rotation type for constraints

https://docs.unrealengine.com/en-US/…nts/index.html

TLDR: The editor and documentation does a terrible job of communicating the presence of 2 distinct rotational modes for constraints, and the editor constraint widget doesn’t reflect a “what you see is what you get”, making them appear broken. There is still a bug in here somewhere. This workflow is bad.

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