I’m using UE 4.26, and am trying to build an efficient physics-based props system for my open world game.
So far, this is the blueprint I have come up with:
Showcase video:
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Tick is turned off in the base prop BP.
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I have a static mesh and a sphere collision in the base prop BP.
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When either the static mesh is hit or the sphere collision is overlapped by anything World Dynamic, Pawn, Projectile, etc, I enable Physics on the static mesh.
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Then I use a “Timer by Event” looping at 0.2s, which checks if the static mesh’s linear physics velocity has become 0, and if the dynamic mesh actor has left the sphere collision.
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If both are true, then we turn physics off again.
Please suggest improvements to this setup as I will be extensively using this in my open world game. Thank you!
PS: I use Ultra Combo System for the throwing animation.
PSS: I am aware of the texture streaming pool issue and will fix up texture resolutions later.