Writing your own Physics

Hi people, I’ve seen some devs state that they’ve wrote their own Physics algorithms within Unreal. I’ve always wondered, how they do such thing especially with Blueprints. Do they just manipulate the world space using the transform nodes or what ?
Thanks !

Pretty much. If you were making a helicopter, for example, then you would use a custom algorithm to calculate the lift, and then move it upwards with the “Add Local Offset” node.

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Out of curiosity, why would you use Add Local Offset if our said helicopter is flying in world space ? Isn’t Add Actor World Offset better and more practical ?

AddActorWorldOffset offsets the actor in world space, whereas AddActorLocalOffset offsets the actor in its local reference frame (i.e. its own axis).