#### 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.
Unreal Engine Physics Essentials
Credits
www.PacktPub.com
Preface
Physics Asset Tool
Constraints
Physics Damping, Friction, and Physics Bodies
Materials
Index

## Collision interactions

After discussing a lot about what collision is and how to generate different types of collision, let's now talk about how the different collision responses function when you interact with the player and other objects in our game world. For the purposes of this section, we will want to have `Unreal_PhyProject` open, and we will work with the `FirstPersonExampleMap` level and use the default starter content to analyze these interactions.

In `FirstPersonExampleMap`, we will find numerous cube physics actors spread across the surface of the level (each starting awake and active at game time). If we select any of these cube actors in the editor by left-clicking on it, we will see the following Collision settings in its Details Panel:

As we can see, these actors will use Physics Actor collision preset and have an Object Type of PhysicsBody. If we were to jump to the level with the first person project example (which we have in place) by pressing Alt + P, we can shoot these cubes...