This week, we explored different tools and exercises to get a better feel for how physics work inside Unreal Engine. We started with some basic experiments using simple shapes, changing their mass and gravity settings while enabling Simulate Physics to see how each object reacted differently.
After that, we created a Blueprint Class and set up a master mesh with several child static meshes, linking them together with a Physics Constraint to mimic a chain-like movement. By tweaking the angular limit values, we were able to see how the swing and twist motions changed in real time.
Then, we imported a Paragon character model from FAB and adjusted the angular limits of each body portion in its skeleton mesh. We then used these physics settings, as well as the character’s existing animations, to create a keyframe animation.
Later, we tested the Fracture Tool, playing with mass settings and experimenting with different fracture types to simulate destructible objects. We also worked with the Anchor Field Generic and Master Field Generic tools to enhance the realism of our fracture simulations. To wrap things up, we used the Take Recorder Tool to capture and record our simulation results.
Overall, this week helped me understand Unreal Engine’s physics system and how its different tools can work together to make environments that are more dynamic, interactive, and realistic.
For my final project, I’m preparing a storyboard to decide on the shots and to start creating the scenes.