#That works based on meshes, I need to

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vivid tree
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not sure what you mean, it works based on actors.. each actor can have its own behavior with physics Control.

check this out. super polyvalent: https://www.youtube.com/watch?v=FK7FBBdY5fY

Watch the recording of our presentation ‘New Character Physics in UE5: Can You Pet the Dog?’, originally shown at our booth at GDC 2023.

The new Physics Control component is a plugin that enables you to add simple, intuitive, and powerful physically based controls to a Blueprint in Unreal Engine 5.

In this talk, we demonstrate the basics of g...

▶ Play video
crisp hare
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This is why I can't use it. The pivot and the mesh stop being connected.

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I want to use the CMC's gravity scale parameter, as in the way that works, but on OTHER actors that are not Character class

vivid tree
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why would they stop being connected? you can create new connections with new actors whenever you want using blueprints and a function somewhere

crisp hare
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I need the character mesh to be pinned and constrained to the actor collision

vivid tree
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yes

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this is possible

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i'm not an expert but i don't see how this would be disjointed

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you can attach/detach actors at any time