Collision Handling in Unreal Engine 5

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  • Опубликовано: 19 дек 2024

Комментарии • 15

  • @xTHERANGAx
    @xTHERANGAx 3 года назад +3

    You are a greatly underrated channel

    • @LivelyGeekGames
      @LivelyGeekGames  3 года назад

      Thanks!

    • @xTHERANGAx
      @xTHERANGAx 3 года назад

      @@LivelyGeekGames out of curiosity, what system specs are you running (just cpu, gpu and ram)

    • @LivelyGeekGames
      @LivelyGeekGames  3 года назад +1

      @@xTHERANGAx I have a 1080ti GPU, 2.9GHz i7 CPU, and 32GB of RAM.

  • @vladislavsobolev5548
    @vladislavsobolev5548 3 года назад +1

    Wow, new videos come do fast!

  • @tamgaming9861
    @tamgaming9861 2 года назад

    Thanks a lot for this tutorial. It helped me a lot to understand!!! My idea was to let run a ball inside a custom made object, and i wondered all the time why it bounce away from it 🙂 Now it works 🙂 But may i ask, could it be that the balls have no real physics? I can change the mass as i want. I made 10 Balls side by side with different masses and settings. And they act nearly the same, but absolutly not realistic. All acted like a football, but not like a iron ball. Is this a bug in UE5? My idea was to make a self running marbel run street, and in blender it works like in real, but in UE5 i cant get it realistic.

  • @oskrm
    @oskrm 3 года назад

    Could you add damping to the pawn's camera? so it lags when rotating?

    • @LivelyGeekGames
      @LivelyGeekGames  3 года назад +1

      Sure! I'll cover it in the next video while adding extra pawn movements.

  • @lexmurden5221
    @lexmurden5221 2 года назад

    This helped me! Thank you.

  • @wethebest7252
    @wethebest7252 2 года назад +1

    Thanks man !!

  • @goobr6050
    @goobr6050 3 года назад +1

    great video! :D

  • @mathajar9563
    @mathajar9563 3 года назад

    wohoooo

  • @tiagotiagot
    @tiagotiagot 2 года назад +1

    Would there be a way to add some sort of "softness" to collisions to make it so the glitch at seams is not strong enough to stop the movement?

    • @LivelyGeekGames
      @LivelyGeekGames  2 года назад +1

      There might be, but you would need to dig deeper into the engine collision code, or somehow handle the corrections yourself in a custom movement component. I found it easier to just create larger, seamless surfaces.