Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781784394905
Length 216 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Authors (2):
Arrow left icon
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Katax Emperore Katax Emperore
Author Profile Icon Katax Emperore
Katax Emperore
Arrow right icon
View More author details
Toc

Table of Contents (10) Chapters Close

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

Summary


In this chapter, we created our own working vehicle with the Vehicle Game Project Example template step by step from scratch. In the process of doing so, we accomplished certain tasks.

First, we downloaded and created a project using the Vehicle Game Project Example template so that we could have access to several resources and content available to create a basic vehicle and a template racing game. Then, we created our own Physics Asset using PhAT with the default buggy skeletal mesh as a base and implemented our own Physics Bodies to the vehicle.

Next, we created all the necessary blueprints and data assets required in constructing a working vehicle for our game. To begin with, we created a Wheel Vehicle Blueprint component that contained the VehicleMovement (Inherited) Component class. Then, we created two different types of Wheel Blueprints (one for the front wheels and another for the back wheels). Each has its own set of unique parameters. Lastly, we created the Vehicle Animation...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image