During level design you come across the need to hold an object in place to rotate on an axis or simply break off when a physical impulse hits it (melee or bullet). This is where the constraint entity can come into play in that you can simply arrange two objects within the volume or radius of the constraint. Depending on their dynamic properties you could have a solid object that is the base or have two objects that are completely dynamic yet connected to each other and rotate off the single pivot point.
Along with a fully constrained object you have the possibility of constraining to a single axis or possibly a plane where you can combine two axes. A quick example is possibly a zip line. For this, you would need to constrain down the single line to get to the end, or, if you want to, constrain an entity/player to a single axis or plane to replicate a classic like Pac-Man.
The default volume is called the Constraint Frame and can operate as we have described before. It also allows for you to define the frame to be the constraint itself which opens up the option to treat the initial constraint as a hinge if Use Entity Frame is selected. The following are several more of the properties in greater detail:
You need to follow these below mentioned steps to create a constraint in which you can shoot off during gameplay: