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

Testing the vehicle

When we test our vehicle, we have to keep in mind the controls and the feel we are trying to create when we drive the vehicle. The behaviors of a vehicle will drastically differ depending on the type of gameplay we are going for, such as the drastic difference between the vehicles in Mario Kart as compared to the ones from the Forza series.

If tweaks or changes are necessary to obtain the desired behavior, the main aspect to view is the VehicleMovement (Inherited) component in the BP_NewVehicle blueprint, where it has various parameters in its Details panel that we can change in order to change the behavior of the vehicle, such as Differential Setup or Transmission Setup. We can also use VH_Buggy and the other default vehicle content that is provided by Epic Games when we use the Vehicle Game Project example as a reference point to change the way our vehicle behaves.

Use the vehicle we have created in this chapter as a stepping stone to create a unique vehicle that behaves...