after being able to import my model (or: my extremely simplified test-model) into UE4 from blender, I’m now having problems, again.
This time it’s physics. As a short introduction: I want to make a conveyor, consisting of a frame (represented by a simple box for testing) and rolls, which are simply cylinders.
I want the cylinders to rotate and - by doing so - transport stuff that lies on them.
As I’m coming from Unity I will give you a short example on what I would do there: I would import my FBX, which then gets imported with the hierarchy preserved. I would select a roll, give it a rigidbody with mass and a collider (capsule or mesh, that depends) and then I would add a hinge joint, constrained to the rotation axis. I would tell this joint to have it’s motor enabled and then I would - via script - apply a target velocity to it.
I imagined to have the same workflow for UE4, but I can’t get things working. Not a bit. I imported the model as a skeletal mesh, let UE4 create it as a rigid mesh and with a physics asset.
Then I opened the physics asset tool and found out, that the capsules around those rolls and the frame-box were far away from what the meshes looked like. So I replaced the box’s collider with a - well - box-collider and applied a simple convex hull collider to the rolls. I don’t care about performance at this point…
Afterwards I disabled gravity for all parts and switched to constraint mode where I changed the constrains of the rolls to “hinge” with only the “angular twist motion” set to free, enabled the angular velocity drive and disabled collision between the cylinder and the box.
Then I added a level blueprint for testing, where I tried to apply a angular velocity to the appropriate bone…didn’t do anything.
I tried to set all the angular limits to “free” just to check what happens. Well…take a look at the screenshots I provide with this post.
So: Can anyone tell me where I’m being stupid? Thanks in advance and best regards,