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Unreal Engine Physics Essentials

You're reading from   Unreal Engine Physics Essentials Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781784394905
Length 216 pages
Edition 1st Edition
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Concepts
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Authors (2):
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Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Katax Emperore Katax Emperore
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Katax Emperore
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Table of Contents (10) Chapters Close

Preface 1. Math and Physics Primer FREE CHAPTER 2. Physics Asset Tool 3. Collision 4. Constraints 5. Physics Damping, Friction, and Physics Bodies 6. Materials 7. Creating a Vehicle Blueprint 8. Advanced Topics Index

Collision interactions


After discussing a lot about what collision is and how to generate different types of collision, let's now talk about how the different collision responses function when you interact with the player and other objects in our game world. For the purposes of this section, we will want to have Unreal_PhyProject open, and we will work with the FirstPersonExampleMap level and use the default starter content to analyze these interactions.

In FirstPersonExampleMap, we will find numerous cube physics actors spread across the surface of the level (each starting awake and active at game time). If we select any of these cube actors in the editor by left-clicking on it, we will see the following Collision settings in its Details Panel:

As we can see, these actors will use Physics Actor collision preset and have an Object Type of PhysicsBody. If we were to jump to the level with the first person project example (which we have in place) by pressing Alt + P, we can shoot these cubes...

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