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

Preface

Giving readers practical insight into the principles of mathematics and physics necessary to properly implement physics within Unreal Engine 4, this book covers everything one needs to know in order to create a game world.

Discover how to manipulate physics within Unreal Engine 4 by learning from scratch the basic real-world concepts in mathematics and physics that assist in the implementation of physics-based objects in your game world. Then, be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing 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 Games to create the effect of the real physical world in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, and also cover topics related to advanced physics.

What this book covers

Chapter 1, Math and Physics Primer, covers basic concepts in mathematics and physics that will assist your understanding of how the real-world, and Unreal Engine 4, works.

Chapter 2, Physics Asset Tool, discusses how to properly utilize the Physics Asset Tool to create physics assets to use with Skeletal Meshes.

Chapter 3, Collision, invites readers to learn and apply collisions to physics assets in order to experiment with physics simulations.

Chapter 4, Constraints, discusses how to implement constraints onto actors and blueprints using the Physics Asset Tool.

Chapter 5, Physics Damping, Friction, and Physics Bodies, defines physics damping, friction, and physics bodies in the context of Unreal Engine 4.

Chapter 6, Materials, discusses physical materials and how to utilize them to create a realistic game world.

Chapter 7, Creating a Vehicle Blueprint, takes a look at applying the skills learned in the previous chapters to create the physical body and blueprint of a working vehicle.

Chapter 8, Advanced Topics, covers advanced topics and troubleshooting techniques in physics.

What you need for this book

This book assumes that readers have access to Unreal Engine 4 and can utilize version 4.7.0 or higher. If you do not have Unreal Engine 4, you can visit www.unrealengine.com/what-is-unreal-engine-4 to download the engine.

Furthermore, for those who are not familiar with how to use Unreal Engine 4, this text will walk you through some of the basics, but also assume that its readers have at least some experience with the engine.

Who this book is for

This book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game world.

No matter the knowledge base of Unreal Engine 4, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can name this parameter Material Color."

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Clicking the Next button moves you to the next screen."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.

To send us general feedback, simply e-mail , and mention the book's title in the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the color images of this book

We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from https://www.packtpub.com/sites/default/files/downloads/4905OT_ColorImages.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

Piracy

Piracy of copyrighted material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works in any form on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at with a link to the suspected pirated material.

We appreciate your help in protecting our authors and our ability to bring you valuable content.

Questions

If you have a problem with any aspect of this book, you can contact us at , and we will do our best to address the problem.