Oh my God, thank you! I was looking for a tutorial on this whole day, but yours didn't show up when google searching. Had to go down a rabbit hole of recommended videos to find this one. This is the only tutorial which shows exactly what I needed
Thanks for briefly going over the constraint. I was using one for a lantern and it flew all over the place. I will have to fix that now that I know how they work
Hello Ryan, nice to see that you're still at it. You have helped me with alot with my current shooter project and i have a few questians for you. You see, i have a little problem in figuring out how to make surtant weapons like a Sniper, Rocket Launcher and a Shotgun, do you have any good examples on how to do those? I also need a little help with making a slower shooting "tap" guns like an Revolver or an Infantry Rifle. Keep up your good work
Hello. Given your extensive knowledge of Unreal Engine, would it be better to make firearm weapons composed of separate components or all in one skeletal mesh? My weapons will be very modular and the player will be able to customize them to a high extent with attachments. Thanks in advance for any advice.
i have a physics asset, but if i try to use it in a blueprint, it will not work like the asset on it self, i added the Skeletalmesh and changed the physics asset override to the PA but it wont work like it should it is just a stiff body and should be like a rope
did you find a fix to this? under Details>Primatives>[Shape]>Index>Extent you can manually set these values, but I can't find a way for the scaler to just work :/
because we are showing how to do it for skeletal meshes here. I've tackled physics constraint a number of times for static meshes before in other videos.
Oh my God, thank you! I was looking for a tutorial on this whole day, but yours didn't show up when google searching. Had to go down a rabbit hole of recommended videos to find this one. This is the only tutorial which shows exactly what I needed
Very good video. Very happy to have a explanation from a simple situation.
Thanks for briefly going over the constraint. I was using one for a lantern and it flew all over the place. I will have to fix that now that I know how they work
Thank you so much! Motor was confusing for me, i'm new in rigging. but i got it, it's like spring to original position.
This is an important video. Thank you. Subscribed
Hello Ryan, nice to see that you're still at it.
You have helped me with alot with my current shooter project and i have a few questians for you. You see, i have a little problem in figuring out how to make surtant weapons like a Sniper, Rocket Launcher and a Shotgun, do you have any good examples on how to do those? I also need a little help with making a slower shooting "tap" guns like an Revolver or an Infantry Rifle.
Keep up your good work
you are king of the unreal maaann :D
Excellent thanks for the video!
Hello. Given your extensive knowledge of Unreal Engine, would it be better to make firearm weapons composed of separate components or all in one skeletal mesh? My weapons will be very modular and the player will be able to customize them to a high extent with attachments. Thanks in advance for any advice.
So if we can use bones to make physics, we can rig a plant and add physics, smartest man alive thank you 😂
Can you show us how we can make a hanging body for horror games?
i have a physics asset, but if i try to use it in a blueprint, it will not work like the asset on it self, i added the Skeletalmesh and changed the physics asset override to the PA but it wont work like it should it is just a stiff body and should be like a rope
Interesting 🤓
show all bones should be enabled by default
what's the difference between collision mesh and physic asset?
Physics asset is a collection of collision meshes for the purpose of defining a skeletal mesh
Thanks A lot!
I'm having trouble scaling the Physics asset, it's too big and I can't scale down. It was imported from blender
did you find a fix to this? under Details>Primatives>[Shape]>Index>Extent you can manually set these values, but I can't find a way for the scaler to just work :/
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Could this be used for opening doors by mouse drag like in Amnesia/Layers of Fear?
Yes, you can use a physics handle. Check out my physics interaction series for details.
I'm curious of why you didn't use physics constraint on a static mesh.
because we are showing how to do it for skeletal meshes here. I've tackled physics constraint a number of times for static meshes before in other videos.
Phisics asset