So I’ve been working on creating a system for manipulating objects with one and two hands. Ideally you can pick up any physics object with at least one hand, some have two hands enabled.
The primary usecase is for throwing items, holding handguns, and holding rifles.
As far as I can tell there are three ways to do this: AttachActorToComponent, Physics Constraints, and Physics Handles.
Advantages: Easy to use, works well for single handed items.
Disadvantages: Too rigid, requires temporarily disabling physics, items clip through others, no dampening so long items shake from your hand tremors and tracking glitches.
Advantages: Very adjustable, has dampening, you can keep physics, items push off others passably well
Disadvantages: Too loose, items lag behind your hand, you have to attach to a static mesh and you can’t choose the location for it (difficult for two handed objects)
Advantages: This seems to be its intended purpose. Has dampening, items push off others very well
Disadvantages: Very loose, lags behind hand, can’t set as child of other component so you have to manually set location every frame. Very little information about how they work (that I could find).
So far I haven’t been able to find a good solution. Is my understanding of this problem correct?
What are you guys doing to solve this?
Thanks for the help. Hopefully we can come up with and document a great solution for this.