Look to my comment and take a look to this Configurable Joint made for Unity by Buzz. I put the link there. That was an old Unity tutorial but probably helps a lot Unreal users.
Can you clarify what you meant by suspension bridge? I was thinking of making a rope bridge, I think it's quite simple. Actually, for a fixed length bridge, you can easily do it by hand, by creating the Physics Constraints and the static meshes. I'm now trying to implement a configurable legnth bridge on a spline, so it just takes a bit more time to play with since I have to create the components through code in the construction function.
@@Lusiogenic jeah a hanging bridge... I made one once with physics constrains without bones procedurally but with 60 planks it has realy bad performance
@@MarvelMaster Go to Project Settings > Engine > Physics and set Max Physics Delta Time. This will enforce a "physics framerate" at the expanse of the rendering framerate. You will loose visual framerate, but the physics will stay stable. In the same menu, you also have Physics Sub Stepping, in order to multiply the physics framerate in relation to rendering framerate.
Welcome back Lusiogenic. Missed your ue4 tutorials :) One question, do your prior physics tutorials apply to Chaos physics that is added in the newer versions of UE?
I mostly did stuff with Physics Constraints. For now, it's unclear what will happen with the physics constraints. But, from what I have found on a page on Chaos, they will be completely re-implemented in Chaos. Not sure how much that will affect their behavior. I would say most of the tutorials should be valid.
But, of course, it doesn't say if the Physics Constraints will be replaced, or they will make other separate actors for the constraints. It might be that they will keep both systems at the same time, in order to insure backwards compatibilty.
I tried to do rope with bones by your tutorials and it was very unstable. now I downloaded this scene and it is also unstable, all ropes here are shaking like crazy. UE5.0. Does anybody have the same problem?
Hi, i tried a rope (cable) but i scaled it for a use down 0.1 / 0.03 i attached it on a static mesh (without physics) with a constraint but if i run the simulation it will fall like 3 times it length down and jiggles in the air, if i pick it up with my hand (if i attach a grapspehere with a constraint) and go near to the fix point it get pulled back to the point but it will extend if i let go. The cable it self doesnot disintegrate, just the force of the constraint seems to be to weak has someone an idea?
From what I know, scaling created problems in skeletal meshes with physics constraints. I would try to avoid it. From what you're saying it seems that bones and/or physics constraints are not being correctly scaled, that's why the cable gets loose.
@@Lusiogenic Hi thanks for the quick answer. It seems that the scaling is the issue, i tryed it with a staticmesh cylinder and that works better, except that the ankerpoint is wrong, but i think i will get that, sadly a 5 cm small cable is to small import in unreal and generate a PA but i will have to use a static mesh than Thanks so much
Not really. For now it is mostly made around destruction and cloth, which are not subjects that I look into usually. I will explore Chaos, but not right now, as it is not stable enough.
@@Lusiogenic I've tried it myself and I just cannot get the physics constraints to work properly at all at all. We're sticking to PhysX for now as it works perfectly fine as is, but it would have been nice if Chaos had provided some improvements.
@@fuzzywobs What form did the physics constraints take? Were they components and actors that you could use directly, or was it only inside a Physics Asset? Can they be used without having bones?
Damn man, I was struggling a week with it and you just clear the area for me. Thanks a lot!
Welcome back. Learned alot about ue4 physics when i switched from unity. Thank you for the videos!
I stumbled across your channel and I am forever grateful. This is one of the best unreal engine tutorial channels ever.
Look to my comment and take a look to this Configurable Joint made for Unity by Buzz. I put the link there. That was an old Unity tutorial but probably helps a lot Unreal users.
Huge thanks for the tutorial and the project files:)
Glad you came back!!
Finally, the number of likes starts outgrowing the number of times I say 'right' in this video.
You can't unhear it now.
Right
hes back PogChamp!!
You are an awesome person, thanks for sharing such things !
Nice! Glad to see a new video!
Good to see you back
holly crap youre back! Welcome back
Welcome back!!
Welcome back!
damn that phyiscs stuff is impressive, do you think its possible to make a long! suspension bridge that is stable and performant?
Can you clarify what you meant by suspension bridge?
I was thinking of making a rope bridge, I think it's quite simple.
Actually, for a fixed length bridge, you can easily do it by hand, by creating the Physics Constraints and the static meshes.
I'm now trying to implement a configurable legnth bridge on a spline, so it just takes a bit more time to play with since I have to create the components through code in the construction function.
@@Lusiogenic jeah a hanging bridge... I made one once with physics constrains without bones procedurally but with 60 planks it has realy bad performance
@@MarvelMaster 60 planks is a bit much. But I think it could have worked.
Was it unstable by itselfm or when you put physics objects on it?
@@Lusiogenic hm a spline is an I teresting idea... I wanna use it for a kind of game... It's unstable on changing framer ates or when damping is low
@@MarvelMaster Go to Project Settings > Engine > Physics and set Max Physics Delta Time. This will enforce a "physics framerate" at the expanse of the rendering framerate. You will loose visual framerate, but the physics will stay stable.
In the same menu, you also have Physics Sub Stepping, in order to multiply the physics framerate in relation to rendering framerate.
Welcome back Lusiogenic. Missed your ue4 tutorials :)
One question, do your prior physics tutorials apply to Chaos physics that is added in the newer versions of UE?
I mostly did stuff with Physics Constraints. For now, it's unclear what will happen with the physics constraints.
But, from what I have found on a page on Chaos, they will be completely re-implemented in Chaos.
Not sure how much that will affect their behavior. I would say most of the tutorials should be valid.
From Chaos description page:
"Chaos Physics supports velocity drive, breakable joints, collision restitution, collision enabled settings, proper elliptical cone constraints, enable gravity settings, joint linear and angular restitution, and angular projection.
Additionally, Chaos RBAN will feature RBAN World Object Support and RBAN Simulation Space."
But, of course, it doesn't say if the Physics Constraints will be replaced, or they will make other separate actors for the constraints.
It might be that they will keep both systems at the same time, in order to insure backwards compatibilty.
I tried to do rope with bones by your tutorials and it was very unstable. now I downloaded this scene and it is also unstable, all ropes here are shaking like crazy. UE5.0. Does anybody have the same problem?
Welcome back : )
I subscribed to you just today and you uploaded a new video lol
king is back ;)
Hi, i tried a rope (cable) but i scaled it for a use down 0.1 / 0.03 i attached it on a static mesh (without physics) with a constraint but if i run the simulation it will fall like 3 times it length down and jiggles in the air, if i pick it up with my hand (if i attach a grapspehere with a constraint) and go near to the fix point it get pulled back to the point but it will extend if i let go. The cable it self doesnot disintegrate, just the force of the constraint seems to be to weak
has someone an idea?
From what I know, scaling created problems in skeletal meshes with physics constraints. I would try to avoid it.
From what you're saying it seems that bones and/or physics constraints are not being correctly scaled, that's why the cable gets loose.
@@Lusiogenic Hi thanks for the quick answer. It seems that the scaling is the issue, i tryed it with a staticmesh cylinder and that works better, except that the ankerpoint is wrong, but i think i will get that, sadly a 5 cm small cable is to small import in unreal and generate a PA but i will have to use a static mesh than Thanks so much
i have a question for you. is it possible to create a functional robot using mechanical joints in ue4?
you have psychic powers. it was JUST what i needed. i made a fishing pole and can't get it to stabilize .
Yes, I do 😁
This tutorial, along with the one on balancing masses should help with that.
Have you tried the new Chaos engine build of Unreal?
Not really. For now it is mostly made around destruction and cloth, which are not subjects that I look into usually.
I will explore Chaos, but not right now, as it is not stable enough.
@@Lusiogenic I've tried it myself and I just cannot get the physics constraints to work properly at all at all. We're sticking to PhysX for now as it works perfectly fine as is, but it would have been nice if Chaos had provided some improvements.
@@fuzzywobs What form did the physics constraints take? Were they components and actors that you could use directly, or was it only inside a Physics Asset?
Can they be used without having bones?
First. Hehe... Thanks for video, tittle sounds interesting!
More to come :)
What you did i did better, get a career in painting you champion.
welcome back :)