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  • 0 posts edited
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  • 10 votes cast
Jul
9
revised Rotate a rigid body not around its centre of mass
Further clarification based on the comments
Jul
9
comment Rotate a rigid body not around its centre of mass
@Laurent The reason I don't want to us the COM is not a particuarly valid one - it is time consuming for me to adjust the buoyancy simulation which is currently tuned to the COM being towards the front of the boat. If I move this to the back, the boat will float weird and need retuning. None the less, I still think this is a valid question - what if you want to sometimes rotate around CoM, sometimes around some separate point, this feels like a reasonable thing to do.
Jul
6
comment How to render a curved horizon when rendering terrain far away
I suspect the solution will depend on a) relative to the ground, is the player moving about much, b) does the horizon need to flatten/bend dynamically based on player height (or is the player at a fixed altitude?)
Jul
4
comment Rotate a rigid body not around its centre of mass
It is possible for objects to rotate providing they are restricted though, which is what I was trying to do with constraints. I guess there is a way of decomposing the rotation around a point P into a rotation around the COM and a linear force, which would also be a suitable solution, but I don't know how to either of those solutions.
Jul
3
answered Unreal Engine for 2d in c++
Jul
3
revised Rotate a rigid body not around its centre of mass
Spelling error, extra information about requirements of solution
Jul
3
comment Rotate a rigid body not around its centre of mass
@PieterGeerkens I don't see how I can apply a convoluted transformation to a physics driven object, are you proposing disabling the physics simulation, applying the rotation and resuming? I would really rather avoid this as the physics simulation is quite complex.
Jul
3
comment Rotate a rigid body not around its centre of mass
@Mario Strange because the back of the boat swings out rather than the front of the boat being driven. You are able to turn on the spot, but that is intentional and I'm not worried about that element.
Jul
2
asked Rotate a rigid body not around its centre of mass
Jun
18
answered Unreal Engine 4 Point Light Limiters..?
Jun
8
comment How to rotate a gameobject to the specific angle
Also, you should avoid using == with floats as sometimes can be problem if the number cannot be represent exactly.
Jun
3
accepted Computing Normals for a displaced material
Jun
3
answered Is it possible to use the Unreal Engine as a big C++ library, without using the editor?
Jun
2
answered Computing Normals for a displaced material
Jun
1
asked Computing Normals for a displaced material
May
29
revised How can I get the “SelfActor” in OnBeginActorOverlap?
Fixed spelling mistake
May
29
answered How can I get the “SelfActor” in OnBeginActorOverlap?
Apr
20
awarded  Notable Question
Apr
8
comment How can I quantify a drawn line's straightness?
I can't +1 @Dancrumbs comment enough - that is a pretty key limitation with this method as if the user is drawing a straight line they will wobble a little bit so this feels like a common use case.
Feb
24
comment Object orientated design for RPG character creation
I don't know if this is your actual code, but as it stands you have a memory leak. You first assign cPntr to a new character and then reassign this pointer to a new Warrior without deleting or keeping the first pointer. I suspect your createClass wants to be static so you can call it directly. However, you're probably better following the other answers and using constructors, but in case you don't you should be aware of this.