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  1. #1

    Question Question Regarding actors and physics

    So Hello! ... As the tread title says im wondering if i can make my actors have Physics aka they collide with everything and react to every impulse or hit

    I was thinking about moving everything into skeletal meshes and then just create a Physic Asset and well Spawn my actors and turn it on but im not sure about how much network impact or perfomance impact this can have Since the items are only "Pickupeable Actors" So if anyone has some experience on this feel free to point me in the right direction

  2. #2

    Default

    sorry about the double tread i had some issues and it duplicated

  3. #3
    Redeemer
    Join Date
    Dec 2008
    Location
    Germany
    Posts
    1,552

    Default

    KActors could also work for you. Although there's no real difference if your SkeletalMeshes are "static" anyways and only have a single body in the Physics Asset.

    I made a test map for UT3 with around 500 of those and it was lagging pretty bad in a local game. But my machine was pretty bad as well. Just barely able to run the game/editor. Probably the same with networking. Loads of additional stuff to send compared to a static never-changing mesh.
    Youtube - UnrealEverything

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  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    65

    Default

    Look into the PHAT editor for a physics asset.

  5. #5

    Default

    So basicly i can just use KActors set the phys mode to Rigid Body and thats it?

  6. #6
    Redeemer
    Join Date
    Dec 2008
    Location
    Germany
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    Default

    Pretty much, except I missunderstood what you are trying to do.
    You might have to set bWakeOnLevelStart, or call WakeRigidBody(). Something like that, just check those classes.

    There is also a setting which allows pawns to push them...
    Youtube - UnrealEverything

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  7. #7

    Default

    Ok well what i was triying to do is make my Pickupeable items have physics and react with the world instead of being completly static and not reacting at all Thats pretty much it

  8. #8

    Default

    Sorry for the Problems!! i have one last Deal I cant get it to react with Physics i Tried using Both bWakeOnLevelStart ,WakeRigidBody() and neither of those make my object not static

    i also tried using the diferent physics states Rigid Body,Soft Body etc and it had no effect at all

    Anyway here is my code if that helps

    Code:
    class Wood extends KActorSpawnable placeable;
    
    var() editconst const CylinderComponent	CylinderComponent;
    
    
    
    
    
    
    defaultproperties
    {
      
    
        Begin Object class=SkeletalMeshComponent Name=BaseMesh
            SkeletalMesh=SkeletalMesh'CTF_Flag_IronGuard.Mesh.S_CTF_Flag_IronGuard'
            Scale = 1.5
            LightEnvironment=MyLightEnvironment
        End Object
        Components.Add(BaseMesh)
        bCanBeDamaged = true
        Begin Object Class=CylinderComponent NAME=CollisionCylinder
    	
    		CollisionRadius=+0040.000000
    		CollisionHeight=+0040.000000
    		bAlwaysRenderIfSelected=true
    			BlockNonZeroExtent=true
    		BlockZeroExtent=true
    		BlockActors=true
    		CollideActors=true
    	End Object
    	CollisionComponent=CollisionCylinder
    	CylinderComponent=CollisionCylinder
    	Components.Add(CollisionCylinder)
    bBlockActors=true
    bCanBeDamaged = false
    
    
    
            bCollideWorld=true
    	bHidden=false
    	bCollideActors=true
    	bStatic=false
    	bWakeOnLevelStart = true
    	bWake
    	bDamageAppliesImpulse = true
    
    }
    Last edited by alvarofer0021; 09-20-2011 at 05:28 PM.

  9. #9
    Palace Guard

    Join Date
    Jun 2007
    Location
    Christchurch
    Posts
    3,781

    Default

    Code:
    class Wood extends KActorSpawnable placeable;
    
    defaultproperties
    {
        Begin Object Name=StaticMeshComponent0
            StaticMesh=StaticMesh'phystest_resources.RemadePhysBarrel'
            Scale=1.5f
        End Object
    
        bCanBeDamaged = true
        bBlockActors=true
        bCollideWorld=true
        bHidden=false
        bCollideActors=true
        bStatic=false
        bWakeOnLevelStart=true
        bDamageAppliesImpulse=true
    }
    The problem was that you were creating a skeletal mesh component and cylinder collision component. Unreal can't simulate cylinder collision components as rigid bodies.

  10. #10

    Default

    Thanks Man


 

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