Physics Constraint Component User Guide

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Overview

Physics Constraint Components operate just like Physics Constraints Actors , except they are used in Blueprints or can be created in C++. Given the flexibility of Blueprints and the power of C++, you can constrain just about any Physics Body in your project using Physics Constraint Components.

This document will cover Physics Constraint Component basic creation in a Blueprint.

This document assumes that the user has some knowledge of Blueprints and the Blueprint Editor. See: Blueprints Visual Scripting for more information.

Usage

  1. Create the Components that will be used to constrain. For this demonstration, two StaticMesh Components referencing the StaticMesh Shape_Cube will be used.

    PhysConBP_Cubes.png

    You will need to position your Components that you want constrained. For this guide, these two cubes are used.

  2. Add Component => Physics Constraint.

    PhysConBP_AddCon.png

  3. Position the Physics Constraint Component where you wish the joint of the constraint to be.

    PhysConBP_Loc.png

  4. You must manually type in the Components name you wish to constrain. Type in the component name you wish to constrain in the Component Name 1 => Component Name property.

    PhysConBP_Comp1.png

  5. Type in the component name you wish to constrain in the Component Name 2 => Component Name property.

    PhysConBP_RedBlue2.png

  6. Set the Physics Constraint Properties:

    • Angular Swing 1Motion and Angular Swing 2Motion to ACM_Limited.

    • Swing 1Limit Angle and Swing 2Limit Angle to 45 degrees.

    • Disable Swing Limit Soft.

    PhysConBP_ConSettingsVis.png

    Want to know what all the properties on a Physics Constraint Component affect? See the Physics Constraint Reference for specific details.

  7. Rotate the Physics Constraint Component as necessary to account for Linear and Angular Limits.

    PhysConBP_Rotated.png

  8. Place the Blueprint Actor in a level and position it where you need it.

    PhysConBP_IntoWorld.png

  9. Test by using Simulate in Editor or Play in Editor.

    PhysConBP_Sim.png