Book Image

Unreal Engine Physics Essentials

By : Devin Sherry, Vladimir Alyamkin, Katax Emperore
Book Image

Unreal Engine Physics Essentials

By: Devin Sherry, Vladimir Alyamkin, Katax Emperore

Overview of this book

This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4’s collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.
Table of Contents (15 chapters)
Unreal Engine Physics Essentials
About the Authors
About the Reviewer

Collision and Trace Responses – an overview

In the real world and in Unreal Engine 4, we define collision as an overlap of two or more objects. In the context of Unreal Engine 4, Collision and Trace Responses lay the groundwork for how Unreal Engine 4 handles collision and ray casting during the game. Every object that is given collision gets an Object Type and a series of responses that describe how it interacts with the other object types. In the event of either a collision or an overlap of two or more objects, all objects involved can be set to affect or to be affected by blocking, overlapping, or ignoring one another.

Trace Responses describe how an object should react when you interact with a trace, which is done with a ray cast. An object can choose to block, overlap, or even ignore a trace from a particular source. By default, there are two different Trace Responses:

  • Visibility: This specifies a trace from one position to another

  • Camera: This is exactly similar to the Visibility trace...