Target Rotation of Physics Handle doesn't register and can't be manipulated on tick
User Description:
I mentioned some versions before that rotation of Physics Handles is broken and now it is even more broken. Set Target Rotation of a physics handle does now nothing. With constrain rotation off It just freely rotates around. I do Set Target Rotation every tick to rotation 0.0.0. When I have constrain rotation on, it stays in zero rotation only when I do Set Rotation on the actor that is currently grabbed every tick as well. But after it collided with something it get stuck in a rotation that is slightly off from zero. I assume that it gets more extreme off the more stress it had in the colliding before. Also any collision becomes very jittery with constrain rotation set on.
Using physics constraints instead is not a good alternative since objects can just get pushed inside other collisions pretty easily and things can get very jittery.
Considering that physics interaction is really important for VR it would be great if fixing this could be made a priority. If there are any other working solutions currently for grabbing physics objects please let me know.
Here is the other bug report from some versions ago: https://answers.unrealengine.com/questions/352397/physics-handle-is-broken.html
1. Open the attached test project
2. PIE
3. Left-mouse click and hold on the box to place a Physics Handle and grab it
4. Move the box around
5. Let the box go and grab it several more times
Results: The Target Location will print correctly on tick but the Target Rotation will only print once
Expected: For the Target Rotation to register on tick so it can be used to constrain the rotation of physics objects and manipulate them by rotation
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.11.2, 4.12 |
Target Fix | 4.13 |
Fix Commit | 2946394 |
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Created | May 26, 2016 |
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Resolved | Jun 3, 2016 |
Updated | Sep 16, 2019 |