A Universe Object represents a hierarchical object 3D that can be “placed” in Unreal. The Universe system handles all objects using large coordinates, ensuring a higher level of precision within the engine, such as Spacecraft.

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WARNING

Make sure all “placeable” objects in the simulation inherit from Universe Object. If they do not, there may be a mismatch between simulation and Unreal positions.


Changing the Transform

Changing transform must be done through Zendir’s functions to ensure the values change through the backend. This feature has been exposed to blueprints through the Universe ’set’ and ‘add’ functions. While rotations are expressed as Euler Angles (degrees), positions have the same coordinate system as Unreal Engine:

  • X: Right Axis
  • Y: Forward Axis
  • Z: Up Axis

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Similar to the set and add functions, there are also get functions to get both rotations and positions. As well, you can also get the current rotation axes:


Hierarchy Functions

In case the blueprint has nested actors attached, there may come a scenario where there is a need to fetch a parent or child dynamically - as the simulation is running. This can be done with the Get Child and Get Parent functions.

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