, Sr. Member
Here it is:
constrainedBody.collisionFlags = AWPCollisionFlags.CF_NO_CONTACT_RESPONSE;
If you set the constrained object to no contact response, it pushes the character around, which is what I wanted.
stepBody.linearFactor=new Vector3D(1,0,0)
stepBody.collisionFlags = AWPCollisionFlags.CF_NO_CONTACT_RESPONSE;
generic6Dof = new AWPGeneric6DofConstraint(stepBody, new Vector3D(stepBody.position.x), new Matrix3D());
generic6Dof.setLinearLimit(new Vector3D((stepBody.position.x - 2000), 0, 0), new Vector3D((stepBody.position.x), 0, 0));
generic6Dof.setAngularLimit(new Vector3D(), new Vector3D());
generic6Dof.getTranslationalLimitMotor().enableMotorX = true;
generic6Dof.getTranslationalLimitMotor().targetVelocity = new Vector3D(1000, 0, 0);
generic6Dof.getTranslationalLimitMotor().maxMotorForce = new Vector3D(15, 0, 0);
generic6Dof.xLimitReached.add(reverseLedge)
physicsWorld.addConstraint(generic6Dof, true);
constraints.push(generic6Dof)