Movement
(CustomController)
September 13, 2022, 6:44am
22
I totally agree with this too.
I don’t understand how it lacks a very basic API that exists in other engines such as Unity and Godot.
I was creating a physics plugin, but I was plagued by the above problem
Decided to move to Unity.
Currently, games that rely on physics are
・ Missing functions for the above physics update
・Other unstable physical behavior
For these reasons, I think Unity is easier to create.
1 Like
Movement
(CustomController)
October 11, 2022, 2:22pm
23
addition
ue5.1 is currently in preview
but
Physics update ticking feature is here.
It should look like the image below.
And physics behavior and C++ improvements on the Unreal side
Further from the confusion on the Unity side
I’m back in Unreal.
3 Likes
WSMatis1
(WSMatis)
October 11, 2022, 7:08pm
24
Thanks for pointing that out.
I hope the “Event Async Physics Tick” node gets to the final release of 5.1
This is a huge improvement for blueprint only physics based projects.
1 Like
Movement
(CustomController)
October 12, 2022, 5:30am
25
My guess is that Physics Tick() will probably become standard starting with UE5.1.
In UE4, there were various problems around physics, and considerable ingenuity was required even in C++.
However, I think that UE5.1 has made considerable improvements to physics, including fixed physics.
Personally, I think physics-dependent content should start with UE5.1.
I plan to rework my physics based controller for 5.1.
in C++
1 Like
lxmidi
(lxmidi)
January 18, 2023, 5:13pm
26
I don’t understand how it lacks a very basic API that exists in other engines
eblade
(eblade)
January 24, 2023, 9:53pm
27
It’s implemented in 5.1. IMO it’s still a bad idea, but go on ahead