/hybridconstraints

This repo is for sharing with others about how to apply both kinematic and dynamic constraints to an actor. This repo may be removed later.

Primary LanguageC++

Requirements

  • Project Type: Game
  • Project Template: Blank
  • Language: C++
  • Starter Content: Included
  • Project Name: MyProject

Steps To Reproduce

  • Once you have successfully regenerated as well as compiled the project,
    drag ABallActor on to the level.

  • Set the ball position to (0,0,100) via the Details panel.

  • The ball will orbit around a vertical axis passing through (0,0,100).

Expected Result

  • The ball moves circularly on the horizontal plane but it also must fall due to gravity.

Question

How to make the ball

  • move circularly on the horizontal plane only due to kinematic constraint (its x and y positions are set by Tick)

  • and fall due to gravity ?

Note

Please refrain from suggesting me to set z = g * t * t / 2 in Tick because it is not what I want to learn. I want to learn how to apply both kinematic and dynamic constraints on the ball.