#That works based on meshes, I need to
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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...
This is why I can't use it. The pivot and the mesh stop being connected.
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
why would they stop being connected? you can create new connections with new actors whenever you want using blueprints and a function somewhere
Because it would make it look too disjointed
I need the character mesh to be pinned and constrained to the actor collision