I am trying to understand how far we can push unreal engine in terms of avatars & vehicles, and how to handle scaling for performance considerations as well. Since I’m drafting design documents now I still have design flexibility to account for Engine limitations.
Right now we are looking at character avatars (default 192uu height) piloting giant robots that range from 8-30 meters in height on 5kmx5km maps that use a lot of landscape and have 9 bases/objectives/locations & various models placed that convey a good sense of scale and are destructible to varying degrees.
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Am I pushing max height to far with 30m tall robots? can I put avatars up that high on open landscapes or will I run into z-axis problems down the road?
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Add to this these robots should be able to jump even higher, how high can I push the z-axis in this - is the sky the limit ?
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also, how do I set speeds and calculate these correctly? I haven’t been able to find a way to measure/know how fast in km the mycharacter moves by default. Is there an easy conversion for this?
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How viable would it be to make everything on map levels destructible given enough damage/force? we want mechs to be able to walk through buildings and bring them down if they run into them with enough force. Deformable terrain? What limitations do i need to consider in terms of size/scale/image quality?
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Also collisions and being able to set collision forces between 2 robots when they collide so at lower speeds they don’t tip over, at higher speeds they do. and we need collision damage as well. we are considering a gyro system where every collision causes instability, and if enough instability is caused and the pilot can not compensate with keypresses, the mech will fall over and must get up.
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We want to give players a star citizen type experience where they are the avatar, and enter the robots/vehicles, and can control them from a first person perspective (no third person view at all possibly)
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Each Robot will have 9 independent damage locations, and segments must be destroyable and have front/rear armour for torso without destroying other segments. in addition robots might have various damage layers shielding, then armour, then internal armour layers. Is this viable to do in unreal engine 4?