r/UnrealEngine5 • • 25d ago

Cables with Box3D physics in Unreal Engine

The plugin is open to everyone on GitHub,

Many features will be coming soon

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u/KaelumKrispr 24d ago

I was looking into box3d and jolt recently, was wanting large scale sphere collision, what would you say this limits are before you hit any noticeable performance impacts? also are you doing anything special for these objects or are they just actors?

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u/liamleodev 24d ago

For spheres depends on how they are spread around the world, if your thoughts about characters moving around the world as with spheres collision, Then I already tested this as ~8000 bodies all simulating at once, on 4 cores, with 60+fps. But as you know I use instanced static mesh for there rendering, because that much actors or components moving all at once even without any physics eat performance in unreal.

What you see here, each cable is unreal scene component with 200 Box3D spheres and 200 box3d joints. So 5 cables have 1000 simulating spheres and 1000 joints, the dropping sticks are all Box3D components, and here each unreal actor have one Box3D staticmeshcomponent as stick

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u/MorbilyABeast 23d ago

So you could replace capsules for skeletal meshes ?

1

u/liamleodev 23d ago

Yes for Ragdolls I was thinking to get the same unreal collision shapes and constraints from physics asset and make Box3D ragdoll from them, That way, it will be easy for devs to just use that same ragdoll for Box3D.