Book Image

Unreal Engine Physics Essentials

By : Devin Sherry, Katax Emperore
Book Image

Unreal Engine Physics Essentials

By: Devin Sherry, 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

Simulating complex physics – destruction


If you want to destroy an object in the game into small pieces, you have to break it into small objects and save the model as a huge file that needs heavy processing by the machine to render, and it also takes time to make animation for each piece. Some designers have ignored this method by replacing objects with some particle system over the object position.

Today, Unreal Engine 4 not only solves this issue, but also provides features and properties to customize the destruction of an object. Depending on the artistic or reality-based features of the game, you can simulate the way the energy flows and destroys the object and control the physical aspects of the target at the same time. Each destruction is simply an interaction or collision between two objects. This displays special visual presentations during a specific period of time in the game world. In our example, we will simulate the bullet from the first person shooter map in UE4 over a simple...