Bullet Physics SDK for Unreal Engine
- A custom USkeletalMeshComponent.
- Supports compound shapes.
This is a work in progress (very WIP) :), use the originally forked repo mentioned below if you want something usable.
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
This will be handled automatically by UTickableWorldSubsystem.
To enable debug renderer, call the EnableDebugDrawer as shown in the screenshot
Clone this repo into a Plugin
directory of your choice, Engine
or <Your project Dir>
.
Clone this repo into a Plugin
directory of your choice, Engine
or <Your project Dir>
.
Might work, no idea
You don't need to do this. Just putting it here if you need to compile it
- Clone bullet
- 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`.
.
make
, had to usemake -j
because, compile was not using all cores for some reason.
Bullet physics(obv) bullet Read this blog. The code in this plugin is from there.
Originally Forked From: https://github.com/SacredCodeWriter/BulletPhysicsPlugin