When using a capsule component for the character with CCD enabled there can be a force that pulls or pushes simulated meshes that are never touched by the capsule. Demonstration video attached.
As a note: Increasing Mass to an exponentially high value does not stop this from happening either.
1. Open U4 (Third Person Template)
2. Place Cube with simulate physics on in the scene
3. Open ThirdPersonCharacter BP
4. Select the CapsuleComponent and set Use CCD to true in the details panel.
5. PIE
6. Bump into cube at least once, and then run around it or by it without touching the cube. (enter console command PXVIS COLLISION to see where the capsule collision is more easily)
If using Demo Project:
1. Open Project
2. PIE
3. Run around boxes and collide. Then run around boxes till
Results: After initially bumping a object simulating physics with CCD turned on on a capsulecomponent in the character it will act like a force is pulling/pushing the object, even if it does not directly contact the character.
Expected: CCD turned on on the capsule component of the character will not result in a push/pull effect if the collision does not hit the mesh.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.8, 4.9 |
Target Fix | 4.9 |
Created | Jul 21, 2015 |
---|---|
Resolved | Jul 22, 2015 |
Updated | Apr 27, 2018 |