I’m having problems using PhysicsConstraints to constrain several actors that are generated in runtime.
I’m genrerating a multi-jointed chain-like pawn at runtime, consisting of several spawned actors jointed together using PhysicsConstraints. I also attatch PhysicsThruster for moving it. Basically I do in c++:
“Constraint->AttatchToComponent(FistActor->Root, SecondActor->Root)”
It seems to work for one or two physicsContraints or links, but any more and the constrains are no longer locked and/or spin out of control.
Is this a limitation of the physics engine, or is there something I can do?
I suppose using a skeleton/bones is the better way, but I have found no way to generate this at runtime.