Dynamics

PHYSICS ASSETS

Cauldron Physics Asset:

This solution involved Blueprint events to toggle effects and collision settings, as well as submerging them into the ground using timeline and bone transform nodes.

Cauldron Physics Asset:
Reacting to enemy attacks.

Cauldron Physics Asset:

Integrating angular motors, capsules, and a box help stabilize the cauldron, allowing for faster settling.

Cauldron Physics Asset:

A penetrating box is used as the base to initiate the simulation when physics are activated. Additionally, a linear limit and motor are employed to retract the cauldron towards the root, preventing it from straying too far..

NPC Physics Asset with Ragdoll:
Collision capsules do not use per-body collision; rather, they utilize constraints with precise settings and limits, enhancing performance and reducing the likelihood of errors.

Player Physics Asset with Ragdoll:

TRUCK PHYSICS

Truck Damage States:
Different components respond as the truck sustains damage. Additionally, there are additive animations for the idle state, transitioning from smooth to rough, and pushing various parts into a more deteriorated condition (wheels, hood, grill and bumpers).

Truck Physics Asset:
The various bodies on the truck all simulating simultaneously.

NPC Physics Asset:
This particular character had quite a few dangly parts, chains, limbs, wood, hooks.

CLOTH DYNAMICS

Player Character Cloth:
The low-poly cloth simulation, which remains hidden, drives the higher-poly renderable meshes, including those for the hair and skirt.

Player Character Cloth:
The high-poly hair mesh is responding to wind and is controlled by an underlying low-poly simulation (which is hidden). The collision is a custom physics asset, created exclusively for this object, with which is the only thing that it interacts with.

Player Character Cloth:
Using a Delaunay triangulated mesh for a lower poly cloth simulation driver allows for reduced polygon counts and enhanced simulations of springs and tensors, compared to traditional quad meshes.

Player Character Cloth:
Utilizing vertex paint to mask maximum distance in Unreal Engine ensures the mask's fidelity amidst imports and alterations to the topology, eliminating the need to repaint the mask with each topological change. Additionally, I employed blendshapes and proximity wrap deformers to reposition the mesh away from and beyond the collision bodies, which helped stabilized the simulations and facilitated rapid iteration on the meshes.

Type

Unreal, Phys, Cloth, Anim Dynamics