Several questions about camera control, physics, and gravity

I’m very new to UDK, this is my first project and my preliminary searches seem to indicate that my goal is harder than I assumed it would be. I welcome any advice or tutorials that apply to any aspect of this post. I have been and am actively searching for more information, but I don’t want to dive into either solution only to discover a bunch of unexpected problems forcing me to redo a lot of work. Ideally I would like to do this entirely with blueprints and plugins, but if I have to work with C++ I will pursue that as well as a last resort.

My goal:
instead of moving a pawn directly, the player tilts the environment and the pawn interacts with the environment according to its physics and gravity.

The solutions I’m currently considering:
a) The level geometry is going to be very simple (floating platforms in a skybox), so several brushes and/or meshes are grouped together and rotated simultaneously. Reading about this approach, I have seen people suggest that it’s inadvisable to rotate the entire level, but I’m not sure if this is still true when a level might be <1000 brushes/meshes on average.

b) Rig the camera to create the illusion that the level is tilting and apply force to simulate gravity or use a plugin to change the global gravity. My issues with this option are: it seems cumbersome and would require a lot of camera kludges; might create fiddly, unexpected, or broken physics; and it would make it difficult or impossible to have stationary props outside of the immediate level as points of reference that are unaffected by the camera.

My questions:

  • Is rotating a small group of brushes/meshes (or possibly even a single mesh) going to be taxing, or would that be more of a problem with rotating a huge highly detailed level?
  • What are the shortcomings of either solution that I haven’t considered?
  • Are there other solutions for achieving my desired goal?
  • How do I create a “default” state that either the level or the camera (depending on how I implement the tilt) elastically returns to when not receiving input?

Any help would be greatly appreciated.

Hi Prof,
How did you go with his tilt level idea?
I am looking for anyone who has gone through this and are willing to empart any info.
There’s not much!!
Hope you succeeded…