Work Experience Journal - Day 2
- Jan 9, 2019
- 1 min read
I improved the chandelier by learning how to limit the physics constraint so that it isn’t able to swing upside down or twist infinitely. This allowed the player to stand on the chandelier without the fear of falling off.


My second task was to produce a physics door blueprint with; Local variables for static mesh - To let the designer quickly switch the static meshes for the door and door frame. The lead developer suggested "the door should swing open as the player walks into it, using physics, and it should try to get back to it's closed position (like a rubber band)"
I created a physics door by using physics constraints to hold one side in place.
Today I expanded my knowledge of physics constraints which will come very handy if I plan to produce actor that use physics. Many of my old projects and demo feel very static and dead but with this knowledge I can add some movement and life into future games.

In the end I used public variables instead of local variables as it grants the user the ability to freely change the static meshes of the door without having to constantly go in and out of the actor blueprint. As a result it made making modifications to the door more efficient.


Helpful Links
https://www.youtube.com/watch?v=WUprlq8aibc
Harvard Referencing
Sarter, R (2019) All images; 9 January 2019
Wood, S. (2019) Unreal. Discord; 9 January 2019 [online]
MrFantasticGhost (2015). Unreal Engine 4 Tutorial: Horror Game - Part 8d "Physics Door". [video] Available at: https://www.youtube.com/watch?v=WUprlq8aibc [Accessed 9 Jan. 2019].
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