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

Editing the Vehicle Blueprints – a section review


In this section, we set up the basic functionality for all of our vehicle blueprints. First, we added the functionality to our Vehicle animation blueprint by creating a Mesh Space Ref Pose node, connected it to a Wheel Handler node, and implemented four different Look At nodes for each of our Suspension Bones that are attached to our vehicle. Next, we set up the Friction Scale value for our Tire Type data asset. Then, we set up the parameters required for our two different Wheel Blueprints so that we get the appropriate behaviors for our front and back wheels. Lastly, we set up the parameters for our Vehicle Blueprint by applying the necessary skeletal mesh and animal blueprint for the vehicle. We also took the time to implement the two Wheel Blueprints and associated them with the four wheel bones of the vehicle's skeletal mesh. With these blueprints in place, we can now implement the user controls for our vehicle so that the player can...