If you have been paying attention you may have noticed things have been happening in the UE4 code-base regarding physics. If you have read the physics technical notes for the 4.21 release you will note that physics things are now happening under a unified physics interface. Additionally, if you poke around in the source you will notice an experimental new physics interface called “Apeiron”, see “PhysInterface_Apeiron.h”](https://github.com/EpicGames/UnrealEngine/blob/b70f31f6645d764bcb55829228918a6e3b571e0b/Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysInterface_Apeiron.h).
UE4 has already had source access to Physx for some time now, so my speculation is that the recent announcement about Physx going open-source was probably not a big shake-up for Epic. But what is interesting, are some of the features boasted by Physx 4.0, such as the supposedly more stable, “temporal Gauss-Seidel solver” and “joint articulations”. These would be great to have in-engine. My body and my physic’s bodies are ready for some better stability
So, with these changes happening in UE4 and industry, it does raise several questions for developers who are heavily involved with physics:
- What is “Apeiron?”
- Is Physx 4.0 coming to UE4? If so, any hints on a version release target?
- Why is there no physics section on the forum? (Edit: I guess there is) Configuring physics is fiddly. Haha.