I’m working on a proof-of-concept/prototype for a space sim game, and I’m having a really hard time implementing a physics-based 6DoF movement system for the player character. I’ve tried messing around with ‘addimpulse’ and ‘addforce’ and had some limited luck with getting a pawn to tumble in zero gravity, based on an amount of force applied to its center of mass, but that’s it. I’ve looked at the flying blueprint and a couple of standard 6DoF tutorials on YouTube, but those haven’t given me much insight into how to adapt them to use physics. I’ve seen this demonstration video posted by someone who apparently has gotten it to work, so I know it’s possible; I just can’t seem to be able to do it myself.
Has anyone had any success with creating a physics-driven 6DoF movement system, or have any pointers on how I should set one up via blueprints? I’m specifically looking for help on whether to use a pawn or a character, and what nodes (beyond the immediately obvious force applicators) to use in order to to make either one of those move in response to applied force.