How To Tutorial : Unreal Engine 5 Physics Handles in depth
Thejollygrimreaper
22 min, 4 sec
The video demonstrates how to create an object grab mechanism using a physics handle in Unreal Engine specifically for objects that simulate physics.
Summary
- The tutorial begins with a demonstration of arranging objects on the screen.
- The instructor explains the process of grabbing objects with a physics handle, emphasizing that it only works with objects simulating physics.
- A step-by-step guide is provided for setting up a line trace, handling object interactions, and differentiating between static mesh actors and physics-simulating objects.
- The video covers how to grab and move both static mesh actors and physics-simulating objects using the left mouse button in a first-person character template.
- Additional tips are provided for smoothing out the object grabbing process, avoiding sudden jumps when grabbing from a distance, and handling object rotation.
Chapter 1
Introduction to the concept of object grabbing using a physics handle in Unreal Engine.
- The instructor mentions that they will show how to grab objects using a physics handle.
- They note that the physics handle works well but only with objects simulating physics.
Chapter 2
The instructor provides examples of non-physics objects and the challenge they present.
- Objects like a knife in a drawer or a ball on the ground are typically static until interacted with.
- The instructor notes the difficulty in applying physics handle to objects that don't simulate physics.
Chapter 3
Instructions on setting up the first-person character template and initiating a line trace.
- The first-person character template is loaded, and a line trace is initiated using Line Trace by Channel.
- Standard nodes for a line trace such as World Location and Forward Vector are set up.
Chapter 4
The instructor explains how to handle interactions with different objects and set variables accordingly.
- A branch node is used to promote hit objects to variables, differentiating between static and physics-simulating objects.
- The left mouse button is set up to trigger object grabbing.
Chapter 5
Details on grabbing objects that are simulating physics using a physics handle component.
- The Physics Handle component 'Grab Component at Location' is used to grab physics-simulating objects.
- The instructor explains how to correctly give the component a grab location.
Chapter 6
Guidance on moving static mesh actors that are not simulating physics.
- An actor reference is created to handle static mesh actors without physics.
- A boolean variable is set to indicate when an object is being grabbed.
- The end location of a line trace is used to set the new location of the static mesh actor.
Chapter 7
The process of releasing both physics-simulating and static mesh actors using the mouse button.
- The instructor shows how to release the grabbed objects and clear the respective variables.
- Both types of objects are handled, and the functionality is demonstrated with a cube and a gun in the scene.
Chapter 8
The tutorial covers adjusting the grab distance to prevent objects from jumping when grabbed from afar.
- A new float variable 'Grab Distance' is created to store the distance from the player to the object when it is grabbed.
- The grab distance is used to maintain a consistent distance when moving the object.
Chapter 9
Final adjustments and a summary of the object grab mechanism with static and physics-simulating actors.
- The instructor concludes by showing the smooth operation of the object grab mechanism.
- Final adjustments are made to improve the experience, such as handling rotation and collision.