I'm working on a game that involves a great deal of physical interaction with the enemies. Unreal Engine 4 has an experimental feature that allows me to achieve this result: Physical Animations, these allow the animations to be driven by a runtime physical simulation rather than a prerecorded animation, allowing more dynamic/realistic results. Being a fan of physical simulations, I knew that I was delving into hell, but now that I'm here, it's hotter than I expected but way more fun too!
Working with an "experimental feature" it's risky, and it's easy to find many aspects in needs of polish, but what I want to achieve is somehow sickening, because not only I want physical animations, but I want them to be part of the game mechanics too: by losing an arm the enemy will behave differently, and the whole arm has to be simulated as the enemy keeps moving normally, mixing everything together is... hard.
So, today I finally got the first prototype working "as expected", that means I can start layering the actual game on top of the tech. Hope I'll be able to show you something soon! ;)