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

The first physics constraint actor experience


Before we start working in Unreal Editor, we will need to have a project to work with. Perform the following steps:

  1. First, open Unreal Editor by clicking on the Launch button from Unreal Engine launcher.

  2. Start a new project from Project browser by selecting the New Project tab. Select First Person and make sure that With Starter Content is selected and give the project a name (constraints_test).

  3. Once you are finished, locate the two cubes on your view. Select one and then click on the small icon in the top-right corner of your view:

  4. Now, you have four viewports on your screen. It's good practice when you are working with constraints to check your stage from four views. Now, select one of the cubes, middle-click on the top view, and press the F key. This automatically navigates all your viewports so that they are all focused on your actual selection.

  5. Now, we need to move one cube onto another one. Also, rotate the upper cube so that it fits the same...