Havok SDK
2024.1 Highlights
Havok 2024.1 has been released!
It includes 154 updates across our Navigation, Cloth, and Physics SDKs as well as updates to our Unreal Engine 5.4 integration. Let’s take a look at some highlights:
Havok Cloth
A suite of cloth tools has been added to our Preview Tool to make it easier for artists to tweak and debug the cloth’s behavior, allowing for faster iteration.
Havok Navigation
Havok Navigation Basic steering behaviors for volume (flying, swimming) characters have been added, which include inter-character and dynamic obstacle collision avoidance.
Physics performance optimizations
A new modifier has been added to detect and resolve situations where compound bodies or meshes become ‘entangled’, such as when spawned in an overlapping configuration.
We’ve added multithreaded write access to the Physics world, making most of the methods thread-safe, allowing improved parallelism of game logic calls. Separately our raycast precision has also been improved to better support queries in large worlds.
For more information on the features Havok 2024.1 provides as well as requesting an evaluation, just click the button below.
Havok for Unreal Engine
2024.1 Highlights
Now let’s look at the Havok Unreal Engine 5 integration. All the Havok products have fully supported and continuously updated UE integrations. Some of the updates for 2024.1 include:
Havok Cloth for Unreal Engine
Havok Cloth now supports the native LOD switching system in UE including smooth transitions to and from skinned cloth. Cloth meshes representing different detail levels, can now be switched automatically when the camera distance to the character is increased or decreased.
Havok Navigation for Unreal Engine
Havok Navigation now shows the character local nav mesh and nav volume display and nav mesh path preview in the Unreal NPC Gameplay Debugger.
We’ve also greatly improved nav mesh generation performance with a (optional) simplification pre-pass for heightfields.
Havok Physics for Unreal Engine
Havok Physics direct solver for constraints is now exposed. The direct solver helps prevent systems of constraints, such as ragdolls, from separating or stretching apart when the bodies are subjected to strong forces.
The Collision Merge Tool now supports a second mode for combining actors’ collision geometry. The new “compound” mode can be used instead of remeshing to merge collision geometry into a compound shape, an efficient shape collection, without modifying the original geometry.
Havok products are highly optimized, battle tested, and customizable. Reach out through our website to chat about how Havok can super power your game. Request an Evaluation below!