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


In this chapter, we discussed what Physics Bodies are and how they function in Unreal Engine 4. Moreover, we looked at the properties that are involved in Physics Bodies and how these properties can affect the behavior of these bodies in the game.

Next, we explored what Angular and Linear Damping are and how they can affect our Physics Bodies. We also discussed real-world physics when it comes to linear and angular momentum, apart from linear and angular velocities.

Additionally, we briefly discussed Physical Materials, how to create them, and what their properties entail when it comes to affecting its behavior in the game. We then reviewed how to apply Physical Materials to static meshes, materials, material instances, and skeletal meshes.

Lastly, we applied Physics Damping to Physics Constraint by creating a working blueprint example, where we constrained two cube meshes together and created a pendulum. Moreover, we applied angular damping and angular threshold breaks to slowly bring...