06-07-2018, 06:17 PM
Hey, guys. To what extent can you use the built-in Physics Editor in UE4? I was able to emulate the proper headband physics for my mod with BrutalAce's help, but I'm having trouble replicating the original physics for Blanka's C2 hair, in addition to Sakura's skirt.
I properly assigned bones and collisions to both, so I would appreciate physics-related tips if that's cool.
If only there was a way to decrypt Capcom's encrypted PhysicsAsset.uasset and import it back into UE4, haha.
Also, I haven't bothered experimenting with APEX because I was told it's somewhat complex, and that the costume elements I'm trying to mod can be customised quite well using UE4's Physics Editor.
I properly assigned bones and collisions to both, so I would appreciate physics-related tips if that's cool.
If only there was a way to decrypt Capcom's encrypted PhysicsAsset.uasset and import it back into UE4, haha.
Also, I haven't bothered experimenting with APEX because I was told it's somewhat complex, and that the costume elements I'm trying to mod can be customised quite well using UE4's Physics Editor.