Hi, I am trying to create a BP that replicates a tree falling and rotating due to gravity.
The logic of the BP is currently as follows:
A trigger box that makes a vertical mesh (a trunk) fall 90 degrees to the ground (picture 1 the viewport and logic in picture 3)
A rotating movement that makes the tree spinning/rolling 360 each second so it look like it is rolling due to gravity
(picture 2)
The tree is moving through a timeline and set relative location towards X so it look like is rolling due to gravity.
(picture 3)
My issue comes after the tree fall (2), the rotating movement component is acting with a wide gap looking more like the trunk is being pulled than actually rolling.
What could I be doing wrong, please?
Thanks for your time
A short video might help give us a better idea of what is happening.
Make sure the Tree(“Pillar_50x500”) is at the 0,0,0 location in the Blueprint.
If I were implementing this sort of system, I’d try enabling physics on the tree and “pushing it over” with a gentle physics impulse.
Another idea is to have some invisible collision shaped like a wedge at the bottom, so that when the physics is activated on it, it naturally falls over.
Hi Astrotronic, many thanks for trying to help me.
Please see the video and what exactly occurs https://youtu.be/DJADmsv4Vt4
I am a bit newbie and not sure how to use physics impulse, can you please recommend me any tutorial or some functions to start with?