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
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Summary


In this chapter, we discussed how collision works and how it is implemented in Unreal Engine 4 by first analyzing the topics of trace and collision responses. We also discussed how these responses work, their parameter values, and how to implement these responses to our blueprint assets in detail.

Next, you learned about simple and complex collisions by defining what each type is and how they are used. We also looked at its pros and cons and how to generate the different types of simple collision.

Additionally, you learned more about complex collisions and how to generate these types of collisions in Unreal Engine 4. You also looked at how to create custom collision hulls in third-party art programs.

Furthermore, you learned about collision interactions. We used the First Person Projectile blueprint as an example of how these interactions are used when it comes to scripting different behaviors for our assets.

Moreover, we went through the purposes of custom objects and trace channels...