Physics in Unreal Engine
- "Chaos Physics is a light-weight physics simulation solution ... built from the ground up to meet the needs of next-generation games." Features: Destruction, Networked Physics, Chaos Visual Debugger, Rigid Body Dynamics, Rigid Body Animation Nodes & Physical Animation, Cloth (incl. ML cloth), Ragdoll, Vehicles, Physics Fields, Fluid, Hair, Flesh, Dataflow.
- Destruction: Geometry Collections built from one or more Static Meshes, fractured for real-time destruction; non-linear workflow; multiple fracture levels; Damage Thresholds per cluster; Connection Graphs simulate structural integrity; World Support sets parts Kinematic (less Anchor Fields); Cache System records per-frame transforms and events for replay, cached sims can become "live" on interaction; Niagara reads Break and Collision Events; Physics Fields affect regions (force, break clusters, anchor/disable).
- Networked physics replication modes: Default (legacy), Predictive Interpolation (server-authoritative; alter client velocity to match server; handles predictive local changes), Resimulation (server-authoritative Pawns/Actors; client prediction; compare history and resimulate if differs).
- Chaos Visual Debugger records and replays simulation per frame/sub-step.
- Rigid body: collision responses, constraints, damping, friction, asynchronous physics simulation.
- Physical animation via Physics Asset Editor. Ragdoll: rigid bodies connected to a Skeletal Mesh simulated. Vehicles: any number of wheels/gears; supports Asynchronous Physics mode which improves determinism.
- Other docs: Physics Sub-Stepping, Walkable Slope.