/BulletPhysicsPlugin

Bullet Physics SDK for Unreal Engine

Primary LanguageC++MIT LicenseMIT

BulletPhysicsPlugin for Unreal Engine

Bullet Physics SDK for Unreal Engine

Screenshots

alt text alt text

Status Experimental, but usable.

Features:

  • A custom USkeletalMeshComponent.
  • Supports compound shapes.

Consider making your own fork if you decide to use this.

This is a work in progress (very WIP) :), use the originally forked repo mentioned below if you want something usable.

How to use

Adding objects to the sim

There are multiple ways to add bodies to the jolt sub system. Easiest way is to use and ActorTag. Tag dynamic Bodies with B_DYNAMIC and static bodies with B_STATIC

Ticking

This will be handled automatically by UTickableWorldSubsystem.

Debug Rendering

To enable debug renderer, call the EnableDebugDrawer as shown in the screenshot

Compiling

Windows

Clone this repo into a Plugin directory of your choice, Engine or <Your project Dir>.

Linux

Clone this repo into a Plugin directory of your choice, Engine or <Your project Dir>.

Mac

Might work, no idea

Manual compilation (bullet 3)

You don't need to do this. Just putting it here if you need to compile it

  1. Clone bullet
  2. Compile,
cmake \
    -DLIBRARY_OUTPUT_PATH=<PATH TO THIS REPO>/BulletPhysicsPlugin/Source/ThirdParty/BulletPhysicsEngineLibrary/lib/linux/<RelFolder>\
    -DBUILD_SHARED_LIBS=1 \
    -DINSTALL_LIBS=0 \
    -DINSTALL_EXTRA_LIBS=0 \
    -DCMAKE_BUILD_TYPE=<RelType> \ # Replace build type as required: `Debug`,`RelWithDebugInfo`,`Release`.
    .
  1. make, had to use make -j because, compile was not using all cores for some reason.

Credits

Bullet physics(obv) bullet Read this blog. The code in this plugin is from there.

Originally Forked From: https://github.com/SacredCodeWriter/BulletPhysicsPlugin