yep I been working alike 8 hours or so to fix an issue regarding physics engine in unreal game engine.


the turret attached to mars rover always slides over it. and when you enable physics it stops sliding over the mars rover. but when physics is enabled you then can not this time transform/rotate it :S (turret becomes not rotatable. ) 


so been working on this issue, and turned out its possible to both rotate something and both it has physics enabled to it  --> (e.g. geometry collection node on a mars rover )


to do it -> you need to create an excess geometry collection node in the mars rover (e.g. create a cube type geometry collection and attach it to thenmain vehicle component) then if you in event begin play, remove the turret (actually wanted to be attached but with also nonsliding and physics simulation checked) from main mars rover than attach it to the cube with "snap to target" setting. and then it works as expected, e.g, the turret now has both physics sim working correctly and  both from blueprint one can issue rotate to it. 


so this were a very hard issue to figure out how to fix. since i dont know about physics engine intrinsics of unreal and this is very physics engine related.  


I found the fix from an irrelevant comment threat about this snap to target option. 


I tried alot of things to accomplish this -> 


e.g. things tried to be accomplished ->

e.g. you have a mars rover (chaos vehicle compeontn ) 

then you wish to add turret. if  you add static mesh it slides slightly. (I mean it moves along with mars rover but it during rotation of mars rover or acceleration of etc, it slides slightly to then resume correct position afterwards) 

cause of this -> if you dont have physics enabled to the attached component -> it just lags in physics calculations of.  (thereby it has the sliding side effect look) although it still moves attached it slightly slides in acceleration moment of mars rover (either angular or linear) 


how to fix this -> you need to definitely enable physics simulation be set on the turret.  and for that you also need to convert it to geometry collection. thats ok. 

then -> but what happens when you set physics checked/set on editor -> then you can not rotate the turret anymore.  --> i been trying to fix this last 8 or 12  hours. with finding nothing to fix. with thinking gosh it is unfixable.  and try-retry any config changes and it fails.


then figured out this from a not that relevant thread and then yep it works. so to make some geometry collection be also have physics checked/set but then to be also be rotatable requires it being attached to a geometry collection whcih has physics set (But not the default attachment as in editor, you need to detach the turret and then reattach with "snap to target" in event begin play to the geometry collection) 



so at last figured out this fix. for 12 or evenmore hours been working to this issue and at last its fixed. 

so can resume the remaining tasks of turret tasks/configurations etc on tomorrow then. 








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